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Hamunaptra: Aventures dans la Grande Pyramide» Forums » Rules

Subject: Rules Questions rss

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Phil Nicolle
United States
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This is a funny post. I send a 'translation' of the rules to Jennifer, I get an email with questions the next day. I answer all those questions except one so I decide to hit the geek to see if I can find the answer only to find this post which is a cut-n-paste copy of the questions Jennifer sent me! Hahaha.

Anyway, the is one remaining question. If a group of characters get's attacked who decide which character defends? And can that character change from round to round?

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Jonathan Franklin
United States
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Sorry, I was corresponding with Jennifer and asked her if I could post the questions here. Now that you have responded to her, perhaps we can put together a complete translation of the Hamunaptra rules.

- Jonathan
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United Kingdom
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Hi Jonathan - any chance you have the rules translation (to English)? I've just bought the Spanish version and don't speak or read Spanish!!

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United Kingdom
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Hey guys - any chance of a translation at all? My copy is still in its shrink wrap and I'd love to open and play!
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Phil Nicolle
United States
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Okay, a few people have asked for my 'bad translation' so here goes. Be warned, it's a quick translation. I no longer have access to the game so I won't be able to help if you have questions.



Page 2

1. Table must be at least 1 meter in diameter otherwise you must clearly define the play area.

2. Each player rolls 4 D4's. The one with the most 4's start.

3. The first player places the start Hallway tiles, correstponding to the number of players (See illustration 4) at the center of the table. The other start tiles are placed back in the box.

4. The first player choses a character and continue clockwise and continue until each player has the right number of characters (see illus 2.)

5. In counter clockwise order starting with the player to the right of the start player, each player picks a location and places their characters in it.

6. The left over Hallway tiles are mixed with the Monster, Trap and Equipment tiles to form the 'draw deck'. Note the unused start tiles should NOT be included.

7. The start player beings.

Page 3

Blah, blah, blah. Basically, the start tiles are the ones with the cave in. Example 3 the one on the left is on a start tile, the one on the right is not.

You will need a surface big enough for 8 tiles in all directions (including diagonals) from each start location. More details on the exit staircases on page 6. See page 10 for variants

Page 4.

The first player starts, players taking turns clockwise. On your turn each player does the following in this order:

1. Pick up tiles until you have 4 in hand. The other players do not get to see the tiles.

2. The player may move his characters from tile to tile up to the move number (Yellow).

3. The player may add monster, Trap and Hallway tiles. (see page 6.)

4. Resolve combat (see page 8)

5. The player may play Equipment tiles which stay face down on the table until they are used (see page 9)

6. The next player does 1-5

7. When all players have done actions 1-5 the turn is done and start again

Red = Force (the number of D4 thrown during Force confrontations)

Green = Intelligence (the number of D4 thrown during Intelligence confrontations)

Blue = Resistance (the number of 'successes' that are required to defeat the character/monster/trap)

Yellow = Movement (the number of hallway tiles a character may traverse).

Page 5.

Monster/Trap attributes the same as characters

Equipment attributes are in addition to the base

Rules for placement of tiles

You must play at least 1 Hallway/Monster/Trap tile.

If the play has no tiles that may be played, the player to his left takes one of his takes at random from his hand and mixes it back in the draw pile.

To place a hallway tile connected to his characters, at least one of the characters must be adjacent. It must also be properly connected. If you place it in another players area, there doesn't need to be an adjacent character.

When rooms or hallways connect two players...

Example 9 are 3 legal plays

Example 10 is illegal because it doesn't connect the hallways.

Page 6.

... (a connection by ladder only doesn't count) all the restriction on placing tiles connected to your start tile apply.

A player may place as many tiles as he wants with these restrictions:

-You can only play one Monster or Trap tile per turn.

-You can only place one hallway tile which isn't connected to your start tile.

Rules for placing Hallway Tiles

Edges of the tiles must match the adjacent tiles (open with open, closed with closed)

At least one open edge must connect with another hallway or explored room.

You cannot place tiles such that they are connected by a closed edge.

Placing Monter and Trap Tiles

Monster and Trap tiles must be connected with a hallway on an open side

When the Monster or Trap tile is actif, the Hallway must be placed in a position which faces the monster/trap. To note this, the Hallway tile is placed under the monster/trap so they characters may enter to face the danger.

You cannot place a hallway tile which is connected to the Hallway tile under a monster/Trap until the danger has been overcome.

The interdiction of placing new Hallway tiles doesn't apply to a tile adjacent to the monster or Trap.

You are allowed to place a Monster or Trap tile adjacent to a players start tile.

Example 11.

The top is the initial situation, the bottom shows a Monster tile placed adjacent to an open hallway and a character. Note, the presence of the character is not required.


The Staircases represent the exit of the pyramid. Depending on their placement (and other conditions) the staircases might have other properties. Each staircase has a symbol. Staircases with identical symbols are connected as if the tiles were adjacent.

A staircase is an exit if it is at least 8 tiles from the start tile of the player to placed it (see illus 5.)

Note, the minimum distance is set at the beginning of the game depending on the play surface and the desired length of the game.

Connection between players

Blah, blah, blah, nothing new here.


The movement number of a character indicates the number of hallways he can move in one turn

To face a Monster or Trap the player must onto the said tile. Therefore there must be a tile underneath.

Characters from opponents may not be on the same tile.


Blah, blah, blah nothing new here.

Page 7.

Player A has an exit staircase because it's at least 8 tile away (using the superimposed grid).

Player B and C are connected.

Player B has 3 staircases. n 2 is an exit as it was played by Player B and is 8 tiles away. It's worth 4 points. The other staircases aren't exits for this player and therefore are only worth 1 point (see page 11, victory points).

Player C is connected to n 2 (the exit for Player B) which is worth 2 points to Player C. The other 2 staircases connected to player C are only worth 1 point.

Page 8

Example 13. Example of connection between 2 players. Top is okay. Bottom is not allowed.


If a player wants to place a tile beyond the edge of the table (ie there is no room), the character may move to another tile on the edge of the table if there is one. Otherwise, he must double back and go in a different direction. (PHIL: Yes, the rules talk about a PLAYER putting a tile and then moving the CHARACTER to another edge. I assume what they really mean is that all open Hallways on the edges of the table are all connected to each other).


A player can only cross a tile that contains the opponents characeters if that player has more characters than those on the tile and all characters have enough remaining movements points such that they can end their turn on a tile beyond the one blocked. In that case, all characters must end their movements on the same tile even if they started on different ones.


1. You enter in the same tile as the monster or the trap

2. Pick the attribute you want to use in the combat either Force or Intelligence but you must pick one that the monster/trap has.

3. The player rolls as many D4 has the value of the attribute then counts the number of successes (see ex. 14 and 15).

4. Remove any defeated monsters/traps

5. The Monster/Trap now attacks.

6. Remove any defeated characters

7. At this point, the characters may retreat to an adjacent tile. It does not need to be the tile they came from but all characters must move to the same tile. This retreat does not require movement points.

8. If there are any monsters/traps left a new round of combat starts with step 2. above.

Page 9.

Ex 14.

If a spirit with 4 in force attack an archeologies with 2 in force, all result with 2 or more on the 4 dice is a success for the spirit. In this example, the resistance of the character is 2. Therefore it requires 2 success for the spirit to win.

Ex 15.

A character with 4 Force and 2 Resistance faces a mummy with 3 force and 2 resistance. The character throws 4 D4 (his force) and he needs at least 1 3 (force of the mummy) to get a success. Since the resistance of the mummy is 2, he needs 2 successes to win. Il multiple characters of the same player attack the mummy (for example one force 4 and the other force 1), the player throws 6 D4 plus any effects from equipment.

Rules for resolution of combat

If you pick Force for your character you use the Force of the Monster/Trap. Same for Intelligence. note, the Monster/Trap must have the attribute. For example, a Monster w/o Intelligence must be face with Force.

The Force/Intelligence indicates the number of dice to throw

The Force/Intelligence of the Monster/Trap is the value which must be attained (or surpass) on each dice to get a success. (PHIL: I think they really mean that each dice which is equal or superior to the monsters Force/Intellignece is a success)

The Resistance of the Monster/Trap is the number of successes require to win.

Same thing for characters.

If the Monster/Trap survives the attack of the characters then he get's an attack using the same attribute that the player chose.

If a Monster/Trap attacks, it's the first player which picks the attribute for the first round of combat unless he's the one who is attacked. In this case, the player to his left picks. After that you 'player who picks the attributes' changes clockwise.

Defeated Characters and Monsters are removed from the games (PHIL: Note, they didn't say Trap unlike 4 above.).

The damage is not cumulative from turn to turn but it is from round to round. The damange on a character accumulates until the next players turn. The same is true for Monsters and Traps.

If there are 2 or more characters on a tile from the same player their Force/Intelligence combines to face the Monster/Trap. Hence if you have a character with 3 Force and one with 2 Force you can throw 5 dice.

When a Monster/Trap attack multiple characters, only 1 defends. You do NOT add the resistance of multiple character in defense.

Using Equipment

The Equipment Tiles (the object you can find) adds to the players attributes. For Force/Intelligence it represents extra dice to throw. For resistance, the modifier counts like extra damage can receive.

When an Equipment Tile is played it's put on the table face down until the player decides to use it.

The Player can only activate equipment already on the table.

Each player may only activate 1 Equipment tile per character still alive under their control in the Hallways of Hamunaptra. If 2 characters you can use 2 Equipment tiles maximum if both are attacking the same Monster/Trap. But if only 1 attacks, then you can only use 1 Equipment tile even if 2 are activated.

Ex 16.

Using the example 15, if one character had an Equipment Tile giving +2 Force he would have 6 D4. But he will still need 2 successes (resistance of the mummy) with 3 or more on the dice (force of the mummy).

Page 10

Unactivated Equipment tiles on the table do not need to be assigned to a character in particular. They are only assigned when activated in a precise situation like combat. A player having activated 3 Equipment tiles with one of his characters is free to choose which he will use against a Monster/Trap

Equipment Tiles activated by a player remain active until the beginning of that players next turn and therefore can be used more than once in said turn. (ie they can be use for multiple rounds of combat or used for variants where monsters move or character attack each other).

Regardless the number of character in combat you may not use more than 1 Equipment tile to modify the same attribute.

Used Equipment tiles are discarded and are NOT used for victory points at the end of the game.

A character may not discard an Equipment tile unless it was assigned to him.


There are 3 parchements in the game which can destroy (removed from play) a Hallway Tile already placed. To destroy a tile, you must have a character on an adjacent tile you which to destroy. The parchement is immediately discarded. The parchement can be used to destroy a tile OR for it's attribute modifier.

You cannot destroy a tile if it's absence would lead to an illegal situation (ie there are some tiles which are no longer connected). You cannot destroy a tile if there is a Character on it. You MAY destroy a tile with a Monster or a Trap on it but the encounter is unaffected. It remains in that spot with no tile underneath.

(three pictures of parchements)

Tile exchange

Two players may exchange tiles if they are connected even if it's only via staircases.

They can exchange tiles at any time

The characters need not be adjacent.

Players may exchante any type of tile except Equipment tiles which have been activated.

If a player ends up with more than 4 tiles in his hand after the exchange he must discard down to 4.

End of Game

If a player moves a character on an exit staircase the game will end when all players have had the same number of turns.

The game can also end if there are no more tiles in the draw pile. The other players must do their turns w/o drawing tiles such they all have the same number of turns. Next you count the victory points.


1. Players may engage in combat between each other.

2. All monsters have a movement of 2. After each player has had a turn, the start player moves one Monster (Traps may not move) followed by the next player in clockwise order until there are no more monster to move. Monsters may only be moved once per turn. A player may decline to move a monster.

3. The game only ends when the draw pile is exhausted.

4. If the table is small, or if the players want a shorter game, you can use a minimum distance less than 8 to determine exit staircases.

5. You may decide to a different starting arrangement where the hallways face each other at the start rather than away from each other. This combines well with variant 1.

5. For 2 to 3 players, you may allow each player to control more than 4 characters. This combines well with variants 1 and 5.

Page 11.

17. Victory Points

4 points for each exit staircase you played

2 points for each exit staircase played by an opponent which you are connected to.

1 point for each staircase which isn't an exit which you are connected to.

3 points for each character that ends their movement on the last turn on an exit staircase (doesn't need to be YOUR exit staircase, just an exit staircase).

2 points for each surviving character (which isn't on an exit staircase).

1 point for each equipment tile on the table or in hand at the end of the game.
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