AETERNA-METALS

Egypt

EGYPT

Where Eternity Was Born

Long before Greece taught mankind to reason and Rome learned to rule the world, Egypt was already building to defy time.

Every temple. Every column. Every stone. Was conceived to bridge the world of men and that of the gods.

The pharaoh
KEMETAncient Egypt

The pharaoh

He did not merely rule a kingdom.

He ruled a world where men, gods and time belonged to the same order.

Because Egypt did not build to be remembered.

It built to endure.

Ankh
KEMETAncient Egypt

Ankh

Life ends.

The eternal does not.

THE GAME

KEMET

Egypt was born from a river and turned its prosperity into stone. Between those two extremes rises the story of a civilization that sought to defy time.

FROM THE RIVER RISES THE KINGDOM

Aerial view of the Nile crossing the desert, surrounded by fertile land and settlements.

Each flood brought life back to the edges of the desert. The Nile fed the fields, sustained the cities, and made the greatness of an entire kingdom possible.

FROM THE KINGDOM RISES THE ETERNAL

Monumental aerial view of the Giza pyramids with a small caravan crossing the desert.

Thus arose temples, tombs and monuments conceived to outlive those who raised them and destined to endure.

In KEMET, the Nile sustains the kingdom. The kingdom builds. And only some works attain eternity.

THE NILE

The Nile is the core of KEMET. At the centre of the table, four visible cards form a constantly moving river.

I · II

WHAT IS YET TO COME

III · IV

AVAILABLE CARDS

  1. I
  2. II
  3. III
  4. IV

TAKE IV

The card enters your hand and the Nile advances one position.

  1. IIIIV
  2. IIIII
  3. III
  4. NEW CARDI

TAKE III

The card enters your hand. The card in IV returns to the bottom of the deck and the Nile flows faster.

  1. IVBOTTOM OF THE DECK
  2. IIIV
  3. IIII
  4. TWO NEW CARDSI AND II

Taking III lets you reach a specific card sooner, but makes the Nile flow more quickly.

THREE PILLARS

To raise a work, the kingdom needs resources, organisation and cult. MATTER, KINGDOM and CULT are the three pillars that make its construction possible.

MATTER

The physical resources used to build.

  • Rope5

  • Wood5

  • Stone5

KINGDOM

Egypt's human capacity, knowledge and organisation.

  • Surveyor3

  • Transport boat3

  • Scribe3

CULT

The religious, funerary and ceremonial dimension of the works.

  • Offering table3

  • Priest3

  • Canopic jar3

THE WORKS

The works transform the kingdom's resources into something meant to endure. Each requires a combination of MATTER, KINGDOM and CULT.

ETERNITY

The shen ring indicates the Eternity points granted when a work is completed.

  • Stele2

  • Statue2

  • Mastaba2

  • Obelisk2

  • Temple2

  • Pyramid2

BUILD

After taking a card from the Nile, you may play one card from your hand: start a new WORK or satisfy one requirement of an unfinished work.

Each card satisfies a single requirement.

COMPLETE

When a work fulfils all its requirements, it is completed. The WORK passes into ETERNITY and the cards used to build it return to the bottom of the deck.

Everything returns to the Nile.Only that which reaches Eternity remains.

PHENOMENA OF THE NILE

The Nile does not remain unchanged. FLOOD RISE, LOW WATER and INUNDATION alter the course of the game and affect all players.

PHENOMENA move through the Nile like any other card, but they cannot be taken. When one reaches IV, it resolves before the NILE phase and then returns to the bottom of the deck.

  • FLOOD RISE

    The abundance provided by the Nile.

    Each player reveals the top two cards of the deck. Ordinary cards revealed are added to their hand.

    If a PHENOMENON is revealed, it resolves immediately and counts as one of the two revealed cards.

    The hand limit remains six cards.

  • LOW WATER

    Scarcity caused by an insufficient level of the Nile.

    Each player returns one MATTER, KINGDOM or CULT card from their hand to the bottom of the deck, if they have one.

    The player chooses which card. WORK cards cannot be lost through LOW WATER.

  • INUNDATION

    Damage caused when the waters overflow their banks.

    Each player returns one MATTER, KINGDOM or CULT card already placed on one of their unfinished works to the bottom of the deck, if possible.

    The player chooses which card is lost and from which work. Works that have reached ETERNITY can never be affected.

The Nile changes.Its phenomena always return.

After resolving, each PHENOMENON returns to the bottom of the deck. If revealed directly by another effect, it resolves immediately and affects all players.

RULEBOOK · VERSION 1.0

KEMET takes only a few minutes to learn, but every game opens new ways to attain Eternity.

Read the complete rules online or download the manual to keep it.

The Archives of KEMET

Explore the visual stories from the KEMET Archives.

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