GamingReport.com
Tom Vasel
August 2005
USA
I stumbled across some folks playing Tutankhamen
(Out of the Box Games, 2004 - Reiner Knizia) at Origins
and was immediately interested in the winding board
that the players were using. The game looked unlike
any other OOTB game I had played, and it was a bit
difficult to understand what was going on merely
by glancing at the game, so I stayed and watched
the entire game. Then I stayed and played another
game. Then, after getting my own copy, I played it
several times with other folks. I wasn't a huge fan
of the game, but something kept me playing it, over
and over again.
Tutankhamen follows the traditional OOTB formula
by being extremely simple, although the strategies
are a bit more elusive than their typical game. It's
a fun game that can easily be taught to anyone, and
games are short yet satisfying. Scoring can be a
bit fiddly (especially if players forget to score
- a common occurrence in our games); but if people
watch carefully, Tutankhamen is very enjoyable. It
scaled well between two and six players, although
I believe that I like it more with fewer players
(it's not a bad two player game!).
A hollow, plastic pyramid with a slit in it (reminding
me of a piggy bank) is placed on one side of the
table. A pile of keyhole-shaped tiles (seventy of
them) are shuffled and placed face up, making a winding
trail leading outwards from the base of the pyramid.
A triangular tile (King Tut) is placed on the pyramid,
and each player takes a pawn of their color, placing
it at the end of the trail furthest from the pyramid.
Each player receives a pile of coins (14 - 32, depending
on the number of players); one player is chosen to
go first; and the game is ready to begin.
On a player's turn, they must move their pawn forward
on the track of tiles. A player can move their pawn
as far as they wish but can never move backwards.
The player takes the tile that their pawn lands on
and places it face up in front of them with the turn
passing to the next player. If the player is the
farthest player back on the track, and they have
moved past any tiles, those tiles are removed from
the game.
There are fifteen "sets" of tiles - some
of them only have one tile in their set, others having
two, four, six, or eight. Each set is distinguished
by a different picture and color, and the tiles have
a number in the corner, noting how many tiles there
are of that set. Whenever the last tile of a set
is removed - whether by a player taking it, or it
being removed from the game - that set of tiles is
immediately scored. The player who has the most tiles
from that set scores points equal to the number of
tiles in the set. They indicate this scoring by dropping
coins into the pyramid. The player who has the second
highest number scores half of the points on the tile.
Ties for first place give players half the points
each; ties for second place score nothing. All tiles
in the scored set are then discarded.
Some special tiles are included with the game. "Bag
of Gold" tiles allow a player to "buy" a
tile from another player. They may steal a tile of
their choice from another player, but the player
stolen from may place a coin in the pyramid as consolation. "Pharaoh" tiles
(including the King Tut tile, which is given to the
first player to reach the pyramid, act as wild tiles.
When sets are scored, the player may add these tiles
to their tiles from any particular set to help them
gain a majority.
When a player reaches the end of the track, they
no longer move on their turn but can still score
points when sets are completed. The first player
to deposit all of their coins into the pyramid is
the winner! Also (I've never seen this), if all players
complete the track, then the player with the fewest
coins is the winner!
Some comments on the game…
1.) Components: The plastic pyramid is not only
a neat centerpiece for the game, but actually acts
as a part of the game, basically proxying as a "piggy-bank" for
players' coins. The bottom of the pyramid is open,
so that when a game is over players can simply lift
it up and gather up the coins deposited therein.
The coins are small plastic chips, with "Out
of the Box" emblazoned on them, and fit fairly
easily into the pyramids hole. I do think that putting
the coins into the pyramid, while fun, is a bit fiddly
and takes a while - perhaps a larger hole in the
pyramid would have sped up gameplay. The tiles themselves
have ancient Egyptian art on them and are easily
distinguished one from another by their art and color.
I enjoyed how the shape of the tiles made a winding
track around the board; a board could have been provided
with the game, but allowing players to determine
the shape of their track allows them some creativity.
The plastic insert in the box is very clever. It
has a hole in it that allows players to throw the
discarded tiles into; and then the rest of the insert
traps them in the bottom of the box, making clean
up and storage rather easy. The coins are stored
in a plastic bag (provided), and they and the pyramid
also fit easily into the insert. The box shows some
ancient Egyptian artwork for added theme and is a
very sturdy box of a small cubish shape.
2.) Rules: There are two rule sets included with
the game - each a three page cardboard foldout. One
explains the basic rules of the game, while the other
explains tiles, sets, and special tiles in more detail.
The rules, nicely formatted with color pictures and
examples, seem long for this type of game but merely
make every aspect of the game clear. I found that
the game is extremely easy to teach - it only takes
a minute or so, and everyone from children to adults
understand both the rules and strategies easily.
3.) Strategy: The only luck in the game is how the
tiles are laid out on the track, other than that,
players determine the strategy of the game. With
more players, Tutankhamen tends to be more chaotic,
as you can't plan ahead too much; but with only a
few players, players can strategize about which tiles
are important to them. A player can move as far as
they wish ; but players often move very few tiles,
as gaining a good tile is often mitigated by missing
several others. How far should one move, and what
tiles should you take? What sets should you use your
wild tiles for? These are the only choices in the
game, really, which makes it very simplistic (too
simple for some, I'm sure), but hard choices in their
own right.
4.) Set scoring: I like how the sets score - it
makes sense, offers a challenge, and yet retains
a simplicity that allows the game to end quickly.
My only problem is that occasionally everyone misses
the fact that a set has finished, and then notices
it later - causing a scramble to score that set.
Sometimes this can affect the end of the game, as
sets that score first allow the player who scores
the majority of those points the lead, and often
the game. Careful watching of every tile will keep
this from occurring, but I wish there was a better
way to realize when a set has been completed. (Although
we haven't had any problems noticing when a set of
one has been completed. ;) )
5.) Fun Factor: The game is fun in a light-hearted
way. There's some jostling for tiles, and players
can laugh and have fun as they take tiles meant for
others and use their wilds to beat someone else out
for a set. Probably the most fun thing I like about
Tutankhamen is that the game is so simple and easy
that it allows players to socialize while playing,
as long as everyone keeps an eye out for completed
sets!
If you're looking for a light game that can be easily
taught and scales from two to six (with an emphasis
on two or three), then Tutankhamen is a good choice.
The cool pyramid and simplicity of play allow the
game to be used to draw new players into board gaming.
In fact, that's what I found Tutankhamen is best
used for. With a group of serious gamers, I could
play Tut but would often pass in favor of games with
a little more "meat." But when grabbing
new people to play games, I can't think of many games
that are as easy and simple to play, while offering
strategy and fun in one small box.
thanks!
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