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                                   Pharaoh's Heir

Version              1.2
Version Date         20-Aug-2003 (`History Repeats Itself' design contest entry)
Number of Players    3-4
Game Length          45-90 minutes
Author               Phillip Lerche
Copyright            ©2003 Phillip Lerche
Equipment to play    2 standard piecepacks (1 piecepack if only 3 are playing ­
                     see the end of the rules); tokens such as pennies to
                     represent farmers, villagers and acolytes; a second type of
                     token such as matches to represent grain and canals;
                     printouts of the sacrifice track, scoring sheet and 1 play mat
                     and player aid per player from the end of these rules
Acknowledgment       Thanks to Brad Johnson for graphic assistance
New this version     Player aids and rules for using 1 piecepack when 3 play

Introduction

The setting is ancient Egypt. Pharaoh is dying, and, in a break from tradition, has
decided that he will name an heir who will best serve Egypt's interests rather
than hand the nation over to his handsome but rather dim-witted first-born son.

Each player is the leader of a powerful Egyptian Noble Family with the ambition
to rise to the level of Pharaoh. Rival Families will provide stiff competition, and all
will have to contend with the force of nature that dictates the pattern of Egyptian
life ­ the River Nile. In flood the Nile can provide increased harvests but may also
damage structures, whereas severe drought will cause starvation and suffering.

Pharaoh has issued several decrees. He demands a great harvest, sufficient
people to build yet another mighty monument to himself upon his death (most
likely a pyramid, although occasionally the Pharaohs preferred big cat-like
things), as well as in increase in the worship of (read: sacrifice to) his favorite
gods. In return for excelling in these areas of ancient Egyptian life, Pharaoh is
willing to make you his heir. Oh, yes, one last thing ­ Pharaoh also rewards the
Families that develop the most valuable buildings and the most desirable land
districts...

What are you waiting for? Get those whips cracking!

Setup

The arms tiles represent the River Nile, and are referred to as Nile tiles. Separate
the 12 Nile tiles from the rest of the tiles. Temporarily set aside the two null and
two ace Nile tiles. Now shuffle the remaining eight numbered Nile tiles randomly
face down. Select two of these numbered tiles at random and set them to one
side sight unseen (keeping them face down), leaving six face down tiles.
 
Now shuffle the null and ace Nile tiles face down with the six face down
numbered Nile tiles randomly. Randomly form two face down stacks of five tiles
each. Take the two set aside tiles and place one on top of each stack. Each
stack should now consist of 6 face down tiles. The stacks represent two 6-year
cycles of the river Nile. One stack will be used in the 1st cycle and one in the
second. Numbered Nile tiles represent the Nile flowing normally in a year. Ace
tiles represent years where the Nile is in full flood, and the null tiles represent
drought years.

The remaining tiles represent land developments as follows:
   · Moon tiles are temples where your acolytes worship the gods
   · Sun tiles are crops that your farmers harvest to provide grain
   · Crown tiles are villages where your villagers live

The values on the land development tiles have no significance when producing
resources during the game, but are important for scoring (see Scoring below).
Ace tiles have a value of 1; null tiles have a value of 6. Thoroughly shuffle the
land development tiles face down. For 3-player games, randomly form six
facedown stacks, with each stack consisting of 6 tiles. Three of these stacks will
be used in the first half of the game so place them in the center of the play area.
The remaining stacks will be used in the second half of the game, so set them to
one side. For 4-player games, randomly form 4 stacks, each consisting of 6
facedown tiles. Any remaining tiles are set aside until set up for the 2nd half of the
game. Turn the top tile of each land tile stack in the central play area over so that
the tile face is visible.

Place one of each color pawn and a sun die in the center of the play area. These
represent the five actions that will be carried out in the action segment (see
Action Segment below).

Pennies (or any small, easily stacked tokens) are population tokens which
represent farmers on crop tiles, villagers on village tiles and acolytes on temple
tiles. The central pool of population tokens should be placed within reach of all
players. If the pool ever runs out simply add more.

Matches (or any second token) are used to represent grain harvested and canals
built. As with the population tokens, place a central pool of grain tokens within
everyone's reach, and if the pool runs out add more tokens.

The central play area should now consist of the first stack of 6 face down Nile
tiles, a number of land tile stacks equal to the number of players (each stack
having 5 facedown tiles and 1 face up tile on top), the five action markers, and
the central pools of population tokens and grain/canal tokens. The second stack
of Nile tiles and, if 3 are playing, the additional land development stacks are
 
placed to one side. They will be used during the second half of the game (see
Game Play below).

Each player takes one play mat and two sets of 6 coins of the same suit and
places them in his/her reserve (any clearly separate area close to the player).
Any extra suits of coins are not used in the game. The coins are improvements
that can be built during the game. The value of the coin is also the cost to build
(Ace coins have a value of 1, null coins have a value of 6), the suit has no game
relevance once play begins. Values of coins in reserve are always visible to the
other players. Each play mat consists of 3 land tiles: a fixed village, temple and
crop tile each with a value of 0, all adjacent to the Nile, which is a special space.
Place 2 population tokens on each starting land area. Each player also takes 4
grain tokens and places them in his/her reserve. The amount of grain a player
has is public knowledge.

Finally, each player rolls a die. The player with the highest roll has Pharaoh's
Blessing and becomes the first Overseer of the game, taking the black (moon)
die. Re-roll if there are ties.

Each player's area should now consist of a play mat with 2 population tokens on
each land area, and a reserve with 12 improvement coins and 4 grain tokens.
One player will have Pharaoh's Blessing.

Keep the Sacrifice Track handy, as it will be used each turn. The Scoring Sheet
is used twice during the game. All players may examine either sheet at any time.

Game play

The aim is to have the most victory points (VPs) at the end of the game. Players
score VPs for performance in five areas: the size of the harvest, the size of the
population, the value of land developed, the amount of the sacrifice, and the
value of buildings constructed.

The game is played in 2 cycles, with a period of unrest between them and a final
round of scoring at the end:

   ·   1st cycle ­ players develop their holdings
   ·   Period of unrest ­ intermediate scoring and set up for the 2nd cycle
   ·   2nd cycle ­ players develop their holdings
   ·   Final scoring

Each cycle consists of 6 turns with each turn representing a year of ancient
Egyptian life. A turn has 2 parts: the Nile segment and the Action segment.

Nile segment ­ The top of the river tile stack is turned over and is the Nile tile for
the turn. If the tile is a number tile (2-5) then the Action Segment begins. If there
 
is a flood (ace tile) all buildings on all tiles are damaged beyond repair and
immediately removed from play for the rest of the game. In the case of a drought
(null tile) then one population token is removed from each tile and placed back in
the central pool (if a tile has no population tokens then nothing happens).

Floodwalls (see Improvement below) impact a flood.

Note that canals and any buildings and grain in reserve are not affected by flood
or drought, and that the tile turned over in the first turn of a cycle is always a
numbered tile.

Action segment ­ The action segment follows the Nile segment. At the start of
each action segment the player with Pharaoh's Blessing (the moon die) is the
first Overseer. In clockwise order starting with the Overseer, each player will take
turns to have the Blessing of Pharaoh and be the Overseer until all 5 actions
have been taken.

The Overseer chooses an action by taking any one of the available pawns or the
die in the center of the table and the corresponding action is carried out as
described below. Once every player has completed the action, the player to the
left of the Overseer receives Pharaoh's Blessing and is the new Overseer. This
continues until all five actions have been executed. The player to the left of the
Overseer after the last (fifth) action is given Pharaoh's Blessing at the end of the
turn and will be the Overseer at the start of the next turn's Action Segment. The
player who has Pharaoh's Blessing gains a special benefit for the action chosen.

The actions available are:
· Land development ­ players add land development tiles to the play mat
· Sacrifice ­ players make a sacrifice to the gods
· Population ­ populations increase or stagnate depending on the flow of water
   down the River Nile
· Harvest ­ players harvest grain
· Improvement ­ players construct canals and buildings

       Example: Bob, Ted and Carol are playing. Bob is the Overseer at the start of the
       turn. He chooses Land Development. After each player carries out the action,
       Ted becomes Overseer. He chooses Harvest and everyone carries out the
       action. Carol then chooses Sacrifice which everyone conducts. Now Bob is the
       Overseer again. He chooses Improvement and everyone builds structures. Ted is
       the last Overseer in the turn and is left with no choice but to take the Population
       action, which everyone performs. All five actions have been chosen, so the turn
       ends, and Ted passes the Overseer token to Carol, who will be the new
       Overseer at the start of next turn's action segment. The five action tokens are
       returned to the center of the play area and a new Nile tile is revealed.

Detailed description of the actions:
 
Land development (sun die) ­ starting with the Overseer and moving to the left,
each player takes 1 land tile from the face up land development tiles. After all
players have taken a tile the Overseer then turns over the top tiles of the
facedown stacks. The tile taken is placed below the relevant column of the play
mat according to its type (see examples below). Land tiles with a null have a
value of 6, those with an ace have a value of 1. This is not important for
production during the game, but does denote the value of the land tile during
scoring.

The Overseer may place his or her selected tile in any column of the play mat,
regardless of type.


                                  RIVER NILE




                                    VILLAGE                      TEMPLE
         CROP




      Example: Bob chooses the Land Development action (sun die) and takes a null
      Temple tile (value 6). Since Bob is the Overseer, he may place the tile in any
 
       column on the play mat. He chooses to place it as a crop. For the rest of the
       cycle the tile functions as a crop and not a temple because it is in the crop
       column.




                                    RIVER NILE




                                      VILLAGE                       TEMPLE
          CROP




       Example: Ted chooses a 4 village tile. Since Ted is not the Overseer, the tile
       must be placed as a village in the column below the village on the play mat.

Sacrifice (black pawn) ­ A sacrifice to the gods must be made in the hope of a
favorable harvest next turn. Starting with the Overseer and moving to the left,
each player must sacrifice any combination of acolytes and/or harvested grain
equal to the number on the Nile tile. If a player does not have enough grain +
acolytes he or she pays what he or she has. In the case of a flood (ace Nile tile)
or a drought (null Nile tile) the Sacrifice equals the value of the last Nile tile drawn
 
that had a number. Sacrificed acolytes and grain are placed back in the central
pool, and the total number each player sacrifices is entered on the Sacrifice
Track sheet.

Altars (see Improvement below) impact the sacrifice offered.

The Overseer EITHER adds 1 to his or her sacrifice score for each temple on his
or her play mat, OR, unless it is the last turn of the cycle, he or she secretly looks
at the Nile tile for the next turn.

       Example: Carol is the Overseer and chooses the black pawn of Sacrifice. The
       Nile tile is a 5. Carol has 2 temple tiles and decides to sacrifice 5 acolytes. Bob is
       to the left of the Overseer. He only has 2 acolytes and 1 grain, so he pays this
       amount. Ted has a 2-value Altar. He pays 3 grain and 2 acolytes. Carol can
       choose to add 2 for her Overseer's bonus, or look at the Nile tile. She writes 5 on
       the sacrifice sheet for this turn. Bob writes 3, and Ted writes (5+2)=7. Carol then
       secretly looks at the Nile tile for the next turn, which concludes the action.

Population (blue pawn) ­ Population tokens are placed on the play mat in three
steps.
1. Villages - Each village that has at least 1 villager gains 1 additional villager.
2. Canals ­ If the Nile tile is a numbered tile each tile with a canal (see
Improvement below) receives 1 population token. If there is a flood or drought
this step is skipped.
3. Nile tile - Starting with the Overseer and moving to the left, each player
receives X population tokens and distributes these tokens however he or she
wishes on the tiles where X is the number on the Nile tile. If the Nile tile shows a
drought then X=0 and this step is skipped. In there is a flood each land tile
receives 1 population token, i.e. players may not choose where to place the
tokens. Tokens remaining on the tiles from earlier placements may not be
moved.

During step 1 the Overseer places 2 tokens on each village that has villagers
instead of 1.

       Example: Bob is the Overseer. First, the villages are checked for growth. One of
       Bob's villages has 2 villagers, so that village gains 2 population tokens. Ted has
       1 village with 1 token, so his village receives 1 token. Carol has no villagers on
       her play mat. The Nile is in flood so the canal step is skipped, then each player
       places 1 population token on each of their tiles.

       Example: There is a drought. Carol is the Overseer and chooses the Population
       action. She has 1 village with 3 villagers so places 2 additional villagers there.
       Bob has 2 villages each with 1 villager, so he places 1 population token on each
       village. Ted has no villagers on his villages, so he receives no population tokens.
       There is a drought so the canal step and the Nile step are skipped.
 
      Example: Ted is the Overseer and the Nile tile is a 3. Each player has 1 village
      with 2 villagers, so Ted places 2 additional villagers on his village, and the other
      players place 1 villager on each village. Ted has 1 canal on a crop tile, so 1
      farmer is placed on that crop tile. Carol has a canal on a temple tile, so places 1
      acolyte on that temple. Bob has no canals. Finally, each player receives 3
      population tokens to place as they wish.

Harvest (red pawn) ­ Starting with the Overseer and moving to the left, each
player may exchange any number of farmers on crop tiles for an equal number of
grain markers. Grain markers that are produced are added to the player's
reserve. Then, for every land tile that has at least 1 population token on it, each
player must pay one grain to the central pool, or, if he or she has no grain left,
remove 1 population token that has succumbed to starvation from that tile.

The Harvest action is affected by Farms and Markets (see Improvement below).

Each of the Overseer's crop tiles produces 1 additional grain.

      Example: Ted is the Overseer. He has 3 crop tiles, so receives his Overseer's
      bonus of 3. He exchanges 4 farmers for 4 grain, and his 3-value farm produces 3
      grain. He places 3+4+3=10 grain in his reserve. Carol exchanges 2 farmers for 2
      grain, and has no farms. Her total is 2. Bob exchanges 6 farmers for 6 grain and
      his 1-value farm produces 1 grain. Bob places 6+1=7 grain in his reserve.
      Ted has 4 tiles with population tokens on them so pays 4 grain. Carol also has 4
      tiles with population tokens on them. She has 1 grain in reserve from last turn
      together with the 2 harvested this turn equals 3. She pays the 3 grain, then must
      remove 1 population token from a tile of her choice. She places an acolyte back
      into the central pool. Bob has 5 tiles with population tokens on them, but he also
      has a 2-value market which decreases the amount of grain he must pay to 3. He
      places 3 grain back in the central pool.

Improvement (green/yellow pawn) ­ Starting with the Overseer and moving to
the left, each player may build one canal and/or one building.

Canals       Canals are built on land tiles, cost 1 grain and 1 population token,
             and the population token must be on the land tile where the canal is
             to be built. Place the grain marker on the tile to represent the canal
             and remove the population token to the central pool. A canal must
             be placed on a tile adjacent to either the river Nile (i.e. on one of
             the zero land tiles on the play mat) or orthogonally adjacent to a tile
             with a canal on it. Canals do not connect diagonally. Only 1 canal
             may be built per land tile. If a land tile has a canal and the Nile tile
             is a numbered tile then that land tile receives 1 population token in
             the canal step of the population action. No population tokens are
             distributed in the canal step if there is a drought or a flood.
 
Buildings     The twelve piecepack coins each player has in reserve represent
              buildings and are always placed number side up. The number on
              the coin is the number of population tokens required to build the
              improvement (with ace=1 and null=6), and the placement of the
              building indicates the type of building constructed. The required
              number of population tokens must be on the land tile where the
              building is to be constructed, with the exception of a floodwall (see
              Floodwalls below). Only 1 building may be built per land tile, and
              buildings may not be moved once built (unless destroyed by a
              flood). The improvements offer certain benefits to the owner.
              Players can build farms, markets, altars and floodwalls. Population
              tokens used to build improvements are returned to the central pool.

·   Farms are built by farmers on crop tiles. Each Farm produces an additional X
    grain during the harvest action. X is the value of the Farm.

·   Markets are built by villagers. Markets reduce the total amount of grain
    needed by populated land tiles by X where X is the value of all Markets. The
    grain needed may never be less than zero.

·   Altars are built by acolytes on temple tiles. Altars add X to the sacrifice
    amount recorded on the sacrifice track where X is the value of all Altars.

·   Floodwalls are special structures that are placed in the River Nile space of the
    play mat. More than 1 Floodwall may be built in the River Nile space during a
    cycle. A Floodwall protects X tiles from flooding where X is the number on the
    Floodwall. Buildings on protected tiles are not removed in the case of a flood.
    The owner of the Floodwall chooses which tiles are protected in the case of a
    flood, however all Floodwalls are damaged beyond repair by the flood and
    they are removed from play for the rest of the game. Population tokens used
    to build a Floodwall can come from any combination of tiles.

The Overseer may construct canals and buildings using population tokens from
any combination of tiles (i.e. the tokens do not need to be on the tile where the
structure is to be built).

       Example: Carol is the Overseer. She builds a canal on the 0 Crop tile of her play
       mat by returning 1 population token back to the pool, and placing 1 of her grain
       tokens on the tile. Since Carol is the Overseer she can take the population token
       from anywhere to build the canal (she takes it from a village tile). She then builds
       a 2-value Altar on a temple tile. She pays 2 population (she takes 1 from a village
       and 1 from a temple) then places one of her 2-value coins on the temple tile.
       Bob is next, and he builds a canal on his 0-village tile of his play mat. He
       removes a villager and places one of his grain tokens from his reserve onto the
       village tile. He then builds a 4-value Farm by removing 4 farmers from a crop tile
       and placing a 4-coin on the tile. Ted decides not to build a canal, however, he
       does want to build a Floodwall. He pays 3 population tokens (1 from a village, 1
 
       from an altar and 1 from a crop tile) then places a 3-coin in the Nile space on his
       play mat. The action ends and Carol passes Pharaoh's Blessing to her left.


Ending the 1st cycle

The 1st cycle ends after the last action of the 6th turn has been completed. All the
land tiles for the 1st cycle will be positioned on the play mats and the last Nile tile
for the cycle will have been revealed. Egypt now enters the Time of Unrest.


Time of Unrest - 1st cycle scoring

Players score VPs based on how well they have performed in 5 areas relative to
each other: Harvest, Gods, Land, People, and Buildings.

·   Harvest: players compare the amount of grain in their reserves
·   Gods: players compare their totals from the sacrifice track
·   Land: players compare the total value of their Land Development tiles
·   People: players compare the number of population tokens on the play mats
·   Buildings: players compare the total value of their buildings on the play mats

The player with the highest total in an area scores 5 VPs, 2nd place scores 3 VPs,
3rd place scores 2 VPs and 4th place scores 1 VP. If players are tied in an area,
the points that all players would score are totaled and averaged, with fractions
rounded down (see scoring example below).


Time of Unrest ­ setup for 2nd cycle

After scoring, players remove all of their canals, grain, farmers, villagers and
acolytes into the central pools, making sure that the positioning of any buildings
remaining on the land tiles of the play mats is not disturbed.

Buildings on the tiles are now used to set up for the start of the 2nd cycle, starting
with the player who has the Pharaoh's Blessing and moving to the left:

·   Any Floodwalls remain in the Nile space on the play mat.
·   Each Market and Altar is exchanged for X population tokens, where X is the
    value of the Market. Population tokens are placed as the player wishes on the
    crop and/or village and/or temple tiles of the play mat.
·   Place X grain in reserve, where X is the value of all Farms.

All buildings exchanged for resources during 2nd cycle setup are removed from
play for the rest of the game.
 
All land tiles from the play mats are now removed. In 3-player games these
removed tiles are not needed for the rest of the game. Complete the set up for
the 2nd cycle by placing the remaining land tile stacks that were formed during
initial setup in the center of play and turn the top tile of each stack over. In a 4
player game shuffle the removed land development tiles face down together with
the land tiles that were set aside at the start of the 1st cycle. Land tile stacks for
the 2nd cycle are formed as described in the land tile 4-player set up for the 1st
cycle. Turn the top tile of each land development stack face up. Place the second
stack of Nile tiles in the center of the play area.


2nd Cycle

History repeats itself (sorry, couldn't resist that!), and play proceeds as for the 1st
cycle. After 6 turns the 2nd cycle ends and a final round of scoring occurs.


Final scoring

Players score points as for the 1st cycle by comparing the 5 areas of
development. The player with the highest number of VPs after adding the total
points from both cycles together is the winner and is declared to be Pharaoh's
Heir. Ties are settled by comparing the highest combined score from both cycles
for harvest, then gods, then land, then people and finally buildings (see scoring
example below).

Using 1 piecepack when 3 play

During initial setup separate the arms tiles from the rest. Set the null and ace
arms tile to one side and shuffle the four numbered arms tiles face down. Set
one of the numbered tiles aside. Shuffle the ace and null tile face down with the
remaining arms tiles then form a facedown stack of 5 tiles at random. Place the
set aside tile on top of the stack ­ this is the Nile stack. Shuffle the remaining 18
tiles face down. Form 3 stacks of 6 tiles each at random. Turn over the top tile of
each stack at the start. The 3 stacks are the Land Development tiles.

During the period of unrest repeat the above during setup for the 2nd cycle.

The only difference to game play is that exactly 1 drought and 1 flood will occur
each cycle, and that distribution of land development tiles will not be quite as
random in each cycle, which is not the case when using 2 piecepacks.
 
                                                 Example of scoring
1st cycle scoring

Harvest:      Bob has 18 grain, Ted has 16, and Carol has 12. Bob scores 5 VPs for
              the highest grain total. Ted scores 3 VPs and Carol scores 2 VPs.

Gods:         Bob's total sacrifice is 22, Ted's total sacrifice is 22 and Carol's is 24.
              Carol scores 5 VPs. Bob and Ted score (3+2)/2=2.5, rounded down is 2
              VPs each.

Land:         Bob, Carol and Ted are tied with land values of 30. They each score
              (5+3+2)/3=3.33 rounded down is 3 VPs.

People:       Bob has 6 population tokens, Ted has 8, and Carol has 9. Carol scores 5
              VPs, Ted scores 3 VPs and Bob scores 2 VPs.

Buildings:    Bob's buildings total 15. Ted's total 14 and Carol's total 14. Bob scores 5
              VPs. Ted and Carol each score (3+2)/2=2.5 rounded down is 2 VPs.

2nd cycle scoring:

Harvest:      Bob has 20 grain, Ted has 20 grain, and Carol has 25 grain. Carol scores
              5 VPs for the highest grain total. Bob and Ted are tied, so they each
              score (3+2)/2=2.5 rounded down is 2 points.

Gods:         Bob's total sacrifice is 37, Ted's total sacrifice is and Carol's is 21. Bob
              scores 5 VPs, Carol scores 3 VPs and Ted scores 2 VPs.

Land:         Bob's land value is 30, Ted's is 25, and Carol's is 23. Bob scores 5 VPs,
              Ted scores 3 VPs and Carol scores 2 VPs.

People:       Bob, Ted and Carol have 12 population tokens each. Each player scores
              (5+3+2)/3=3.33 rounded down is 3 VPs.

Buildings:    Bob's buildings total 12. Ted's total 14 and Carol's total 14. Carol and Ted
              score (5+3)/2=4 VPs, and Bob scores 2 VPs.

The scores for the 2nd cycle are added to the scores from the 1st cycle ­ Carol and Bob
are tied with 34 VPs each. They both have a combined harvest score of 7, but Carol has
a higher Gods total of 8 against Bob's combined Gods total of 7, so Carol wins!

                                1st cycle                                                 2nd cycle
                                                  Buildings




                                                                                                           Buildings
                                                              Subtotal




                                                                                                                       Subtotal
               Harvest




                                                                         Harvest
                                        People




                                                                                                  People




                                                                                                                                  Total
                         Gods




                                                                                   Gods
                                 Land




                                                                                           Land




Noble
Family
Bob           5          2      3       2        5            17 2                 5       5      3        2           17 34
Ted           3          2      3       3        2            13 2                 2       3      3        4           14 26
Carol         2          5      3       5        2            17 5                 3       2      3        4           17 34
 
Appendix

The Pharaohs and Kingdoms of Ancient Egypt

Egypt was ruled by kings and, occasionally, queens, all known as Pharaohs, for
two and a half millennia. From 2630 BC when Upper and Lower Egypt were first
united, until 31 BC when it became a Roman province, Egyptian culture,
civilization and influence dominated the ancient world. However, the good times
were interspersed with the bad. Four times of plenty, the Old Kingdom, the
Middle Kingdom, the New Kingdom and the Late Period were separated by
periods of unrest and decline, often associated with failures of the usual flood of
the Nile and resultant famine, known as intermediate periods.

The Pharaohs were treated as living gods, and spent much time preparing for
their spirits to enter the afterlife. As living gods, the Pharaohs were considered to
be immortal. Of course, advisors to Pharaoh were not stupid, and several
`immortals' succumbed to quiet assassination when they proved worthless as
leaders. The title of Pharaoh was hereditary, with the first-born son as heir.
Female heirs were forced to rule jointly with a male regent and were usually
married to a male relative such as a brother or uncle in order to retain dynastic
control. During this time Egypt was ruled by 31 numbered dynasties, followed by
the Macedonian kings (after invasion of Egypt by Alexander the Great) and finally
the Ptolemic dynasty. Egypt passed into the hands of the Romans when the last
Ptolemic Pharaoh, the infamous Cleopatra (the VIIth), took her own life after she
and her lover, Marc Antony, lost a conflict with Octavian.

Pharaoh's Heir reflects the repetition of ancient Egyptian history, with the game
consisting of a period of unrest sandwiched between two cycles of civilization-
building, as well as the dependence of Egypt on the flow of water down the Nile,
represented by the Nile tiles. The game offers an alternate history to the
hereditary succession of the dynasties by allowing powerful noble families the
chance to prove they are worthy of the title of Pharaoh.
 
                      PHARAOH'S HEIR - TURN SUMMARY
A) NILE SEGMENT ­ turn over new Nile tile, possible flood (buildings destroyed) or
drought (lose 1 token per tile) ­ see Floodwall
B) ACTION SEGMENT ­ in player order all 5 actions chosen each turn
Land development ­ choose a land tile and add it below play mat according to type
[Overseer may place tile anywhere]
Sacrifice ­ sacrifice grain and/or acolytes equal to the Nile tile [Overseer may add the
number of temple tiles to total OR look at next Nile tile] ­ see Altar
Population ­ +1 token per populated village; +1 token per land tile with a canal if no
flood/drought; +1 token per tile in flood; + 2-5 tokens anywhere if Nile is 2-5
[Overseer adds 2 tokens per populated tile instead of 1]
Harvest ­ exchange farmers for grain; pay 1 grain per populated land tile
[Overseer adds 1 grain per crop tile] ­ see Farm, Market
Improvement ­ construct one canal (1 grain + 1 token from land tile) and/or one building
(costs tokens on the site of construction equal to building value)
[Overseer may use tokens from any tile(s)]

                     BUILDINGS [X is the value of the building]
FLOODWALL ­ remove from play to protect buildings on X tiles from flood damage
ALTAR ­ add X to sacrifice
FARM ­ add X grain to harvest
MARKET ­ decrease total grain needed by populated tiles by X


                      PHARAOH'S HEIR - TURN SUMMARY
A) NILE SEGMENT ­ turn over new Nile tile, possible flood (buildings destroyed) or
drought (lose 1 token per tile) ­ see Floodwall
B) ACTION SEGMENT ­ in player order all 5 actions chosen each turn
Land development ­ choose a land tile and add it below play mat according to type
[Overseer may place tile anywhere]
Sacrifice ­ sacrifice grain and/or acolytes equal to the Nile tile [Overseer may add the
number of temple tiles to total OR look at next Nile tile] ­ see Altar
Population ­ +1 token per populated village; +1 token per land tile with a canal if no
flood/drought; +1 token per tile in flood; + 2-5 tokens anywhere if Nile is 2-5
[Overseer adds 2 tokens per populated tile instead of 1]
Harvest ­ exchange farmers for grain; pay 1 grain per populated land tile
[Overseer adds 1 grain per crop tile] ­ see Farm, Market
Improvement ­ construct one canal (1 grain + 1 token from land tile) and/or one building
(costs tokens on the site of construction equal to building value)
[Overseer may use tokens from any tile(s)]

                     BUILDINGS [X is the value of the building]
FLOODWALL ­ remove from play to protect buildings on X tiles from flood damage
ALTAR ­ add X to sacrifice
FARM ­ add X grain to harvest
MARKET ­ decrease total grain needed by populated tiles by X
 
                      PHARAOH'S HEIR - TURN SUMMARY
A) NILE SEGMENT ­ turn over new Nile tile, possible flood (buildings destroyed) or
drought (lose 1 token per tile) ­ see Floodwall
B) ACTION SEGMENT ­ in player order all 5 actions chosen each turn
Land development ­ choose a land tile and add it below play mat according to type
[Overseer may place tile anywhere]
Sacrifice ­ sacrifice grain and/or acolytes equal to the Nile tile [Overseer may add the
number of temple tiles to total OR look at next Nile tile] ­ see Altar
Population ­ +1 token per populated village; +1 token per land tile with a canal if no
flood/drought; +1 token per tile in flood; + 2-5 tokens anywhere if Nile is 2-5
[Overseer adds 2 tokens per populated tile instead of 1]
Harvest ­ exchange farmers for grain; pay 1 grain per populated land tile
[Overseer adds 1 grain per crop tile] ­ see Farm, Market
Improvement ­ construct one canal (1 grain + 1 token from land tile) and/or one building
(costs tokens on the site of construction equal to building value)
[Overseer may use tokens from any tile(s)]

                     BUILDINGS [X is the value of the building]
FLOODWALL ­ remove from play to protect buildings on X tiles from flood damage
ALTAR ­ add X to sacrifice
FARM ­ add X grain to harvest
MARKET ­ decrease total grain needed by populated tiles by X


                      PHARAOH'S HEIR - TURN SUMMARY
A) NILE SEGMENT ­ turn over new Nile tile, possible flood (buildings destroyed) or
drought (lose 1 token per tile) ­ see Floodwall
B) ACTION SEGMENT ­ in player order all 5 actions chosen each turn
Land development ­ choose a land tile and add it below play mat according to type
[Overseer may place tile anywhere]
Sacrifice ­ sacrifice grain and/or acolytes equal to the Nile tile [Overseer may add the
number of temple tiles to total OR look at next Nile tile] ­ see Altar
Population ­ +1 token per populated village; +1 token per land tile with a canal if no
flood/drought; +1 token per tile in flood; + 2-5 tokens anywhere if Nile is 2-5
[Overseer adds 2 tokens per populated tile instead of 1]
Harvest ­ exchange farmers for grain; pay 1 grain per populated land tile
[Overseer adds 1 grain per crop tile] ­ see Farm, Market
Improvement ­ construct one canal (1 grain + 1 token from land tile) and/or one building
(costs tokens on the site of construction equal to building value)
[Overseer may use tokens from any tile(s)]

                     BUILDINGS [X is the value of the building]
FLOODWALL ­ remove from play to protect buildings on X tiles from flood damage
ALTAR ­ add X to sacrifice
FARM ­ add X grain to harvest
MARKET ­ decrease total grain needed by populated tiles by X
 
       RIVER NILE




                    TEMPLE
CROP    VILLAGE




       RIVER NILE




CROP    VILLAGE     TEMPLE
 
       RIVER NILE




                    TEMPLE
CROP    VILLAGE




       RIVER NILE




CROP    VILLAGE     TEMPLE
 
            Pharaoh's Heir ~ Score Sheet
                                     1st cycle                                                    2nd cycle




                                                        Buildings




                                                                                                                     Buildings
                                                                    Subtotal




                                                                                                                                 Subtotal
                  Harvest




                                                                               Harvest
                                               People




                                                                                                            People




                                                                                                                                            Total
                            Gods




                                                                                         Gods
                                      Land




                                                                                                   Land
Noble
Family




          Pharaoh's Heir ~ Sacrifice Track
                                        1st Cycle                                                            2nd Cycle
                  Turn 1

                            Turn 2

                                      Turn 3

                                               Turn 4

                                                        Turn 5

                                                                    Turn 6



                                                                                         Turn 1

                                                                                                   Turn 2

                                                                                                            Turn 3

                                                                                                                     Turn 4

                                                                                                                                 Turn 5

                                                                                                                                            Turn 6
                                                                               Total




                                                                                                                                                     Total
  Noble
  Family




Copyright © 2003 by Phillip Lerche. Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.1, or any later version published by
the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html