AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Players take on the roles of ancient Egyptian master builders competing over 6 rounds to transport stone blocks via ships to five construction sites (Market, Pyramids, Temple, Burial Chamber, Obelisks). Each site scores differently and at different times. The player with the most points after 6 rounds wins.
Players take turns starting with the start player. Each turn, perform exactly one of 4 actions. Turns continue around until all 4 ships have sailed.
On your turn, choose exactly one:
Take up to 3 stones of your color from the quarry onto your supply sled. Maximum sled capacity: 5 stones. Cannot take this action if sled is full or quarry is empty of your color.
Move 1 stone from your sled to any empty space on a ship that has not yet sailed. Cannot take this action if your sled is empty or no ship space is available.
Move 1 ship to a site board. Two conditions must be met:
Stones are unloaded front to back (skipping empty spaces) and placed at the site. You may sail a ship even if none of your stones are on it.
Only 1 ship per site per round. One of the 5 sites will always go unvisited each round.
Play a blue market card you previously collected to gain its benefit. Only 1 blue card per turn. This action replaces your normal action.
Market: Owner of each delivered stone takes 1 face-up market card. Stones returned to quarry after taking cards.
Pyramids (immediate): Stones placed column by column, top-left first. Each stone scores the printed value on its space. Level 1 = 3x3 (9 stones); Level 2 = 2x2 (4 stones); Level 3 = 1 stone. After completion, additional stones = 1 point each.
Temple (end of each round): Stones placed left to right, then stacked upward. Each stone visible from above = 1 point. (2 players: 4 spaces per level; 3-4 players: 5 spaces per level.)
Burial Chamber (end of game): Stones placed column by column. Each connected group of same-color stones scores: 1 stone = 1 pt, 2 = 3 pts, 3 = 6 pts, 4 = 10 pts, 5 = 15 pts, each additional = +2 pts. Connected = sharing a side (not diagonal).
Obelisks (end of game): Each player stacks stones on their color space. Ranked by height:
Ties: add tied positions’ points, divide evenly (round down). Must have at least 1 stone to score.
| Card | Type | Effect |
|---|---|---|
| Entrance / Sarcophagus / Paved Path | Red (immediate) | Place 1 of your stones from quarry onto the named site |
| Pyramid / Temple / Burial / Obelisk Decoration | Green (end-game) | 1 point per 3 stones (all players’) at that site |
| Statue (10 cards) | Purple (end-game) | 1 = 1 pt, 2 = 3 pts, 3 = 6 pts, 4 = 10 pts, 5 = 15 pts, each additional = +2 pts |
| Lever (2) | Blue (action) | Sail a ship; choose unloading order |
| Hammer (2) | Blue (action) | Take 3 stones from quarry, then place 1 stone on a ship |
| Sail (3) | Blue (action) | Place 1 stone on a ship AND sail that ship |
| Chisel (3) | Blue (action) | Place 2 stones on 1 ship or 1 stone on each of 2 ships |
Unused blue market cards = 1 point each at end of game.
After 6 rounds: score Burial Chamber, then Obelisks, then Decoration and Statue cards. Highest total wins. Tiebreaker: most stones remaining on supply sled. If still tied, share the victory.
Each site board has a B side with modified scoring rules. Can mix A and B sides freely.
Any player who has not delivered at least 1 stone to each of the 4 building sites (Pyramid, Temple, Burial Chamber, Obelisks — Market excluded) loses 5 points at end of game.
| Site | When Scored | Mechanism |
|---|---|---|
| Market | Immediately | Take 1 market card; stones returned to quarry |
| Pyramids | Immediately | Points per printed space value |
| Temple | End of round | 1 point per visible stone |
| Burial Chamber | End of game | Connected same-color groups |
| Obelisks | End of game | Ranked by tower height |
| Connected Stones | Points |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6+ | +2 per additional |
Starting stones: 1st player = 2, 2nd = 3, 3rd = 4, 4th = 5