Full manual text

If a god reaches the top space on the Devotion track, they immediately win the game. On the other hand, any god who fails to earn enough Devotion will be forgotten and eliminated by the end of the game.

GAMEPLAY
Ankh is played clockwise in turns. During their turn, a player performs 1 or 2 actions. After fully resolving the player’s action(s) and the event (if one was triggered), the current player’s turn ends and the next player takes their turn.

To choose an action, the player slides the corresponding action marker one space to the right on its track. A player is allowed to choose an action even if they cannot resolve it. If an action marker reaches the rightmost space, an event is triggered. First, resolve the action then resolve the event. After resolving the event, return the action marker to its starting position on its track (page 19).
Important: If a player triggers an event with their first action, they are not allowed to take a second action.
The 2nd action must be in a lower line than the 1st action.

There are 4 possible actions a player can take during their turn:
• Summon Figure
• Move Figures
• Gain Followers
• Unlock Ankh Power

SUMMON FIGURE
The Summon Figure action allows a player to choose 1 figure from their pool (Warrior or Guardian) and place it on the game board. The figure must be placed in an empty non-Water space, adjacent to one of that player’s figures, or adjacent to a Monument that player controls.
Additionally the player summons 1 priest to any room in the Palace (remember: in the same region).
If there are no more figures available (Guardian or Warrior) from their pool, the player gains nothing.

MOVE FIGURES
The player may move each of their figures on the board 0-3 spaces. Figures can move across occupied spaces, across Water, or across Rivers and Camel Caravans, but end movement in an empty space that is not Water. Each space can only be occupied by 1 figure or 1 Monument at a time.
Additionally the player can move each priest to an adjacent room.

GAIN FOLLOWERS
When performing a Gain Followers action, the player gains a number of Followers equal to the number of Monuments (theirs or neutral) they have any figures adjacent to.
They take that number of Follower tokens from the general supply and add them to your pool.

UNLOCK ANKH POWERS
Each time a player performs an Unlock Ankh Power action, they move the leftmost Ankh token in this bottom row up to the Ankh power of their choice within the same column. Two Level 1 Ankh powers must be unlocked before a Level 2 power can be unlocked, and so on.
Each time an Ankh power is unlocked, the player must sacrifice Followers from their pool equal to the level of the Ankh power they are unlocking.
At most, each god may unlock 2 Ankh powers in each level.
Note: Different Ankh powers affecting the same thing stack.

When a player uncovers a Guardian symbol on the bottom column of their board, they gain control of 1 Guardian figure from the general supply and add it to their pool.

EVENTS
When an action marker reaches the rightmost space in its track, after resolving the action, an event is triggered. Move the Event marker to the next space in the Event track, then resolve the event depicted on that space. There are two types of event spaces: individual events (round spaces) and conflicts (square spaces). Individual events only involve the player that triggered the event. Conflicts, on the other hand, will involve all players.
After the event is resolved, the action marker resets to the space matching the number of players that started the game.

CONTROL MONUMENT
When a player triggers a Control Monument event, they can gain control of one neutral Monument of their choice, as long as they have at least one figure adjacent to that Monument.
If there are no neutral Monuments left on the board when this event is triggered, the player can gain control of an adjacent Monument controlled by another player.

CAMEL CARAVAN
The player that triggered the Camel Caravan event can place a line of up to 6 camels, from the general supply, onto the board. Camels are placed on the lines that separate the spaces - 1 Camel per hexagon side - connecting two of the following features on the game board: Rivers, Water, Camels, or map borders. Both new regions created must be at least 6 spaces in size. After splitting the player chooses one region to keep the Conflict Order token. The new region gains the Conflict Order token with the lowest number.
Finally, the player may swap the token from one of the two new regions with any other token.

of an adjacent Monument controlled by another player CAMEL CARAVAN The player that triggered the Camel Caravan event can place a line of up to 6 camels from the general supply onto the board Camels are placed on the lines that separate the spaces 1 Camel per hexagon side connecting two of the following features on the game board Rivers Water Camels or map borders Both new regions created must be at least 6 spaces in size After splitting the player chooses one region to keep the Conflict Order token The new region gains the Conflict Order token with the lowest number Finally the player may swap the token from one of the two new regions with any other token

CONFLICT
Conflict is a global event that affects all regions and involves all players. The Battle Tiebreaker token is claimed at the start of each Conflict event by the player who triggered the event. It can be used to win one tied Battle during the event.
When a Conflict event is triggered, each region is resolved in order from lowest to highest:
➤ Regions with no figures are ignored.
➤ If a region has figures belonging to only one player, that player Dominates that region and gains 1 Devotion.
➤ If a region has two or more figures belonging to more players, a Battle is fought.
Then, they gain 1 Devotion for each Monument majority they control. You have to move one specific Monument to any other region.

Expansion: At the end of the event the Palace is resolved:
Check majority for each Palace Room (1 to 4).
The player with the most wins.
The winner returns only their own priests from that room and resolves the room effect.
Ties are won by lower Devotion.
Then draw new political cards and refill the slots again.

ADJACENCY
Spaces divided by a river or camel are not adjacent.

MONUMENTS
Pyramid
Temple
Sphinx

DEVOTION
Tiebreaker

CMON.COM
Gods of Egypt - Ankh v1.7

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All used Battle cards must remain faceup.
Battle cards are fully explained on page 29.

During Conflict, each player takes Battle cards, which are present in each region.
Each player has two plastic Battle cards.

Only in a third player game with 3 or more players, at the end of the game, when the Devotion track is full, do the following:
The players controlling these two gods now play as a team for the rest of the game, winning or losing together.
After the third Conflict perform the following steps:

Gods of Egypt - Ankh
Merged God Gameplay
player decides. Both players will either win or lose together.
Towards the end of the game, at the end of the 4th Conflict event, any gods with their Ankh token still in the red section of the Devotion track are eliminated from the game.
Remove from the game the forgotten gods’ figures (God, Warriors, and Guardians), all of their Ankh tokens and Monuments and return all of their Followers to the supply.
Decisions during Battles are made by both players. If there is a disagreement between the two players, the higher god decides.
The merged god also uses both god abilities.

Each Merged God player takes only 1 action on their turn, however the two players will get 1 turn each. They may choose any action, even the same action or a higher action as their teammate chose.
2 consecutive Events, 1 on each turn, triggered by a Merged god is a possibility.
They now share and control the same common pool of figures, Follower tokens, and Ankh tokens.

FORGOTTEN GODS
SETUP
Each figure has a basic strength of 1.
GODS CAN NEVER BE KILLED!

Each player takes the following components:
1 God figure and Warriors
1 Follower
Set of 7 Battle cards
Ankh tokens
God dashboard

➤ Place the Event marker on the first space of its track.
➤ Place the 4 Action markers on the action tracks.
➤ In reverse player order, each player places one Ankh token on the bottom space of the Devotion track forming a stack.
➤ Randomly determine a first player.
➤ Choose one Level 1, one Level 2 and one Level 3 Guardian card. Then, place a number of their Guardian figures on the board according to the number of players:
➤ 2 Players: Use 1 Guardian figure of each type
➤ 3 Players: Use 2 Guardian figures of each type
➤ 4+ or 5 Players: Use all available Guardian figures.
➤ Choose and set up a scenario from the scenario booklet.

5. Battle Resolution
All players calculate their total strength in the Battle. Each Battle card's bonus strength value is added too. The player with the highest total strength wins the Battle. They gain 1 Devotion and kill all enemy Warriors and Guardians in the region.
If 2 or more players tie for the highest total strength and one of the tied players holds the Battle Tiebreaker token faceup, that player may use it to break the tie and win the battle. If the Tiebreaker is not used, all players lose the battle. All figures in the region are killed.
Killed figures are returned to their players' pools.
You must have Devotion to gain Devotion in that region.
You may have Devotion per order of priority.

4. Monument Majority
First, determine which player has the most Monuments of each type. They then have the majority.
To control more Monuments of a specific type in a region, any player (in order) may play a card.
Each player secretly chooses 1 of their Battle cards from their hand. All chosen cards are revealed simultaneously.

MERGED GODS
VICTORY
➤ Reach the top space of the Devotion track.
➤ Only a player in a fourth Conflict event may win.
➤ Highest Devotion after fifth Conflict event.
You’re ready to play!

Pharaoh-Expansion
Choose 1 Pharaoh card and shuffle 3 Political cards.
Each player has 1 Priest and 1 Chamber of Law.

8. BATTLE CARDS
choosing the right card at the right moment is pivotal.
Player’s followers are open knowledge throughout the game, for all players to see, so players don’t get back their used Battle cards automatically, they remain faceup on the table.
Each player uses their own set of 7 Battle cards. These cards are used during Conflict events and provide a bonus to a player’s battle strength along with a special effect.
The only exception is during the Plague of Locusts bid.
All Battle cards are fully explained on page 29.

SPHINX
A Sphinx can only be built via the War Room in the Palace. She counts as all other types of Monument at all times, except when resolving Monument Majority, when it counts as its own type.

POLITICAL CARDS
Once per action, a player may play 1 Political card from their hand - before or after the action! Used Political cards stay on the table and are picked up again in the same manner as used Battle cards.
Unused Political cards (in hand) are still open information!

and provide a bonus to a player s battle strength along with a special effect The only exception is during the Plague of Locusts bid All Battle cards are fully explained on page 29 SPHINX A Sphinx can only be built via the War Room in the Palace She counts as all other types of Monument at all times except when resolving Monument Majority when it counts as its own type POLITICAL CARDS Once per action a player may play 1 Political card from their hand before or after the action Used Political cards stay on the table and are picked up again in the same manner as used Battle cards Unused Political cards in hand are still open information

1. Destroy all Monuments controlled by the lower-merging god. Also remove its God figure, Warriors, Battle cards, and Ankh tokens. Give its Followers to the higher-merging god. The higher-merging god may gain control of any Guardians as long as they have enough color bases.
Expansion: And discard Political cards and remove priests.
2. The higher-merging god's Devotion goes on the lower one's.
3. The lower-merging god adjusts their Ankh powers to match those of the higher-merging god.
4. The Merged god has the special god abilities of both gods.
Both players controlling the merged god share the pool of Warriors, Guardians, and Followers that originally belonged to the higher god.

1. Select and Reveal Cards
Each player secretly chooses 1 of their Battle cards from their hand. All chosen cards are revealed simultaneously.

2. Build Monument
Resolve all revealed Build Monument Battle cards in ascending order on the Devotion track starting with the player with the least Devotion.

3. Resolve Plague

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