About this deal
If you like micro-efficiency games, you might like it, but I was disengaged due to the minimal variability in results even when that is what determined the winner.
The Temple is assessed at the end of the round and the Obelisks and Burial Chamber are assessed at the end of the game. The player with the tallest column scores VPs based on the number of players and the end of the game. Of course the screwage can feel worse with just two because, well, who else’s plans are you going to mess up?Imhotep: The Duel shares some parallels with its parent game (also by designer Phil Walker-Harding), but has some neat additions, too. Imhotep is a game played over six rounds where each player takes one action to quarry stone, load a stone, deliver a stone or play a card. I particularly like that the tactile treatment also differs based on which board you’re going for, be it the vertical obelisks, the flat burial chambers, the wall of the temple, or the literal pyramids; they’re all very unique, and I appreciate that.
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Taking stones could mean giving your opponents the opportunity to move the boats to a building site that greatly benefits them while not benefiting you very much. At the start of each round you flip a card that shows you which boats are read to be loaded with stones. Mine your quarry, load up your boats, and set sail as you compete to build the great Egyptian monuments. Like the aforementioned aspect where you can play mean or nice, you can also base your decisions around what your own plans are, or play based upon what you see your opponent doing and try to capitalize on their action selections.