RPGnet.com
Shannon Appelcline
June 2005
USA
The object of Tutankhamen is to get rid of all your
tribute coins through the collection of artifact
set majorities.
Setup: The pyramid is laid in the middle of the table,
then the 70 artifact tiles are randomized before being
laid out in a single, curving path leading out from
the pyramid.
Each player gets a pawn which is placed at the start
of the artifact track.
Each player also gets 14-32 tribute coins (depending
on the number of players) which they'll be trying to
get rid of.
Taking Your Turn: The game turn in Tutankhamen is
very simple. You move your piece forward to an artifact
of your choice, then collect that artifact.
If you were last on the artifact line, any artifacts
that you pass over are now discarded, because they're
behind everyone, and thus no one may retrieve them.
Regular Artifacts. 63 of the artifacts are parts
of simple sets. There are three sets of size 1, three
of size 2, three of size 4, three of size 6, and three
of size 8. Usually you just take your collected artifact
and put it in front of you; however if it's the last
artifact of its type, scoring immediately occurs. (Some
artifacts will be in players hands, while others might
have been discarded because they were passed.)
To score an artifact set, each player adds up how many
they have. Whoever has the most gets points equal to
the total size of the set (1-8) , while whoever has
the second most gets half that. Ties are unfriendly
which means that if two people two for first, they
get the second place score; if two people tie for second
they get nothing.
And when I say you get points, I really mean that
you deposit tribute coins in the pyramid.
Bags of Gold. There are three bags of gold; if you
collect one of these you can take any artifact from
another player, but they immediately get to deposit
a tribute coin.
Pharaohs. There are three pharoahs; these can be
used as wild cards. You can add them to any set as
if they were a member of that set, possibly helping
you gain majority.
King Tut. The last tile, placed on that ledge of
the pyramid, is the King Tut tile. It acts as a pharaoh
tile, but also lets you immediately deposit a gold
coin.
Since you can only ever go forward, once you've reached
King Tut, you're done. You get to still keep turning
in sets as they're completed, but you don't get to
move any more (and thus you can't collect any more
artifacts).
Ending the Game: The game ends when someone deposits
all of their coins. It's worth noting that you can
be doing a lot better than another player, and have
absolute majority in a couple of nice sets, but if
your sets are never finished off, it doesn't matter
because you don't get to score them. This is one of
the nice strategic aspects of the game, as you have
to figure out not only what sets you're going for,
but also where all their tiles are located.
(Alternatively, if no one deposits all of their coins,
whoever has the least when everyone reaches the pyramid
wins.)
Tutankhamen is technically a share-based majority-control
game. As such it has similarities to classics like
Acquire and Union Pacific. As with many share-based
majority-control games, this one is very close in feel
to a more classic set collection games such as Rummy.
Tutankhamen is also one of the most analytical of
Knizia's games because of its very pure gameplay; there's
randomness at setup but from that point on you have
all the information and the only thing that can upset
your plans is the actions of other players. Most other
Knizia games, even fairly pure abstracts like Tigris & Euphrates,
have at least some degree of in-game randomness, which
this one does not.
The most amazing thing about Tutankhamen
is that it's a highly analytical game. I'd
be tempted to say entirely analytical because there's
essentially no random element (just player chaos),
which means that every move you makes needs to
be pushing you toward success. There's good strategy
in this, in that you're trying to figure out long
term which artifacts you're going to try and gain
control of, but also a surprising amount of tactics,
as sometimes clever moves are possible, particularly
if you're in the position of being last in line
and thus able to decide which pieces disappear
forever. I also found this game to occasionally
form interesting puzzles, one of the best aspects
of any tactical game.
The game's emphasis on analysis also provides some
of its flaws. There's always the danger of "analysis
paralysis", with players becoming lost because
there are so many possibilities (literally, there are
70 places to move the first turn). Somewhat worse is
the fact that the high analysis means that there's
a heavy king-maker factor in the game; in the last
turns of the game you can sometimes choose either to
sacrifice yourself or alternatively to decide which
of several players wins. This came up in each of our
plays, though it was more serious in one game than
the other. To combat both of these problems I've seen
some suggest using a short move timer, and that's not
a bad idea.
On the whole Tutankhamen is not as polished as some
of Reiner Knizia's later designs, but it still proves
to be a very interesting game. If not for the end-game
issues I'd recommend Tutankhamen unreservedly to gamers
of any sort. With them, I do have some reservations,
though I think the game will work better for more casual
players for whom the kingmaking issues might never
arise. As a whole I give it a slightly low "4" out
of "5" Substance rating: still above average.
Tutankhamen, one of Reiner Knizia's earlier designs,
has now been reprinted by Out of the Box Games. The
game is nicely produced and offers very interesting
analysis; some end-game issues might ultimately turn
off the most serious gamers, but for more casual players,
which is really Out of the Box's audience, I think
this is a fine game, and in fact one of
the deepest releases in the Out of the Box line.
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