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Main Catalogue |  Board Games & Card Games |  Sophisticated Games |  Secrets of the Tomb

Secrets of the Tomb

Secrets of the Tomb


Price: £24.99

 
Board game, 2-5 players. You are an explorer making your way along the darkened passages of a pyramid in search of treasures from ancient Egypt. The game is not only immensely playable and fun for all the family; the carefully designed components surround the players with the beauty of Egyptian life and art, making it a truly memorable experience. ++++++++++++++++++++ Counter Magazine review. ++++++++++++++++++++ 2-5 players, 60 minutes designed by Martin Wallace reviewed by Stuart Dagger An essential part of any present day museum or art gallery is the gift shop. Strategically situated near the entrance/exit it seeks to boost the institution\'s funds by selling art books, posters, reproductions of the exhibits - anything that the marketing manager can think of that is relevant to what the visitor has just seen and which might induce them to spend. In the case of museums it is not uncommon for there to be one or two boardgames, but usually they are historical ones, modern editions of things that you will have seen among the exhibits - Senat, Hnefatafl, Mancala, Lewis chessmen and so on. If there is anything modern, it is unlikely to be worth your time, having been knocked together by someone who knows a lot more about souvenirs than they do about games. However, that may be about to change, because with Secrets of the Tombs, a game that has been produced in association with the British Museum, we are at last being offered a package of real interest: front rank designer, top notch German components and some quite interesting play. Given that part of the brief would have been the need for a strong link with the museum\'s Egyptian collection, the theme won\'t come as much of a=20 surprise: you explore a pyramid, collect artefacts and then try to escape before you attract the attentions of the tomb\'s supernatural guardian. In this case that is the demoness Ammut, a fearsome creature with the head of a crocodile, the front end of a lion and the back end of a hippopotamus. If you have the back end of a hippopotamus, you do not get invited to=20 fashionable parties and Ammut is understandably discontented with her life, which anger she takes out on intruders, giving a good handbagging to any that she is able to catch. The board is a 13x13 squared grid with 25 of the spaces being pre-marked as ``treasure chambers\'\' and the rest being blank. At the start of the game the treasure tiles - 5 in each of 5 colours - are shuffled and placed randomly, one to each chamber. Each carries a number in the range 1 to 3, this being the number of artefact cards that will be drawn by the player who picks up the tile. Once placed they are all turned face up so that the players can see where the biggest stashes of goodies are to be found. This degree of foreknowledge might not be realistic in terms of a real life exploration of a pyramid, but in play terms it makes for a more strategic and therefore better game. In the course of the game the blank spaces will be filled up by sections of corridor, which players will place so as to ease their own movement and, if possible, impede that of their rivals. The object of the game is either to pick up one treasure tile of each colour or to collect 12 artefact cards (which you could do with 4 treasure tiles provided they were all 3s) and then to get out of the pyramid alive. Each player begins the game with 7 ``life tokens\'\' and ``alive\'\' means that you still have at least one left. Each explorer begins on the (same) edge of the pyramid and on your turn you have two options \' place corridor tiles and move your explorer \' do neither of these but instead take 2 life tokens Because the game is primarily a race, you won\'t want to do the second of these too often, but unless you do it some of the time you are likely to fail on the small but vital matter of survival. If you opt to place tiles you may place up to three, drawing them one at a time from a bag and placing each before deciding whether to continue. The tiles are a mixture of straight sections, right angles, T-junctions and cross roads, and some of them have grey backgrounds. Tiles placed, you then roll two special dice to determine how far you can move. These are each numbered 0-1-2-2-3-A, with the `A\' being a picture of Ammut. The sum of the numbers on the dice give

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