Ludexv2026.11.01-65114139Men-NeferOfficial rulebook ↗

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Teach the Game

A script to teach Men-Nefer at the table: how you win, the boards, an era, the end, every way to score and what each resource is for.

How you win

“We are citizens of Men-nefer — Memphis — the capital of ancient Egypt. Over three Eras, one to two hours, we build the pyramids of Khufu, bury nobles in the Necropolis, make offerings in the Temple of Ptah, trade along the Nile and raise sphinxes. Whoever has the most Prestige Points now Prestige Points after the third Harvest wins.”

What you need, and how you get it:

The loop: send an Apprentice to a House and use its Action Tablet → specialise it to climb the House’s track → take a new Action Tablet, three times each per Era — 27 turns in the whole game.

The boards

The Main Board set up for 3 players, with numbered pointers

  1. Duat Meter — your Advance your Heart Heart walks right, your Advance your Feather Feather walks left; they should cross.
  2. Papyrus Market — 4 Papyri for your Book of the Dead.
  3. Craft Market — 4 Crafts to offer in the Temple.
  4. Prestige Points Track — runs around the board edge; everyone starts on 10.
  5. Necropolis — Sarcophagi go in its spaces; the 5 Mastaba Tiles around it score them.
  6. Action Tablet market — Draw Pile, 5 Tablets and the action beside each.
  7. Era Track and Turn Order — the Narrator Token and the Water Lilies.
  8. Temple of Ptah — 4 Rooms where your Priestesses make Offerings.
  9. Obelisk — your Move your Orb up Orb climbs it for Heka, the Deity and points.
  10. Great Pyramid Track — your Limestone Block builds the Great Pyramid.
  11. Houses of Life — 5 Houses, each with Sun and Moon spaces and a Scarab track.
  12. Great Pyramid — each piece placed gives two Favours of Khufu.
  13. Queens’ Pyramids Track — building here needs a Permission of Khufu.
  14. Sphinx Pedestals — scattered around the City, levels I–III.
  15. The Nile and its Cities — Boats fish on the river and trade in the Cities.
  16. Quarry — the pyramid pieces still to build.
  17. Queens’ Pyramids and their tiles — each tile says what your Permissions there score.

A Personal Board with numbered pointers

  1. Sphinxes — Reserve on the left, carved Sphinxes to its right.
  2. Mummies and Sarcophagi — Reserve, then embalmed Sarcophagi ready to bury.
  3. Permissions of Khufu — Reserve, then available Permissions.
  4. Food Track — Food Fish counter, 0–10.
  5. Heka Track — Heka Ankh counter, 0–10.
  6. Hieroglyph Track — matching hieroglyphs give 1 PP or a Scarab step.
  7. Pyramidal Area — 9 Craft spaces in three levels, each with a Basket.
  8. Tablet and Apprentice spaces — each Apprentice uses the Tablet above it.
  9. Contract spaces — the Trade Contracts you collect.
  10. Book of the Dead — Papyri, left to right; extra spaces cost Heka.

A round

The game has 3 Eras. Each Era has three Seasons (full rules):

  1. Flood (Akhet) Flood (skipped in Era I) — advance the Narrator; take Food income from Boats Food for Boats past the Fishing Boats and Heka income from the Obelisk Heka from the Obelisk; take your Apprentices home; Neutral Apprentices move down one House; refill empty Contract spaces; the lowest score goes first.

  2. Sowing (Peret) Sowing — take turns. On each turn do one of:

    • Visit a House of Life — put an Apprentice on a House’s Sun space and do the actions of the Tablet above it; then discard that Tablet.
    • Specialise — slide one of your Apprentices from Sun to Moon, move your Advance a Scarab (no action) Scarab up that House’s track and do the actions of its space (or of any space below it).
    • Obtain an Action Tablet — take one of the 5 Tablets into an empty slot of your board, pay or gain the Food beside it, and do the board action next to it or any action below it.

    You do each option exactly 3 times: 9 turns per Era. A crowded House costs Food: 1, 3 or 5 Spend Food for 1, 2 or 3+ Apprentices already there.

  3. Harvest (Shemu) Harvest — everyone scores (Harvest).

How the game ends

After the Harvest of Era III. Most PP wins. Tie: add the values of the spaces under your Heart and your Feather on the Duat Meter — the higher sum, the “purer heart”, wins. Still tied: shared victory.

Ways to score

SourceHowWhen
The Duat (Heart and Feather) Duat1 PP per marked space between Heart and Feather: lost if they haven’t crossed, gained once they haveEach Harvest
Score Trade Contracts Trade ContractsFlip every Contract you fulfil; score the back value of all flipped ContractsEach Harvest
Score the Necropolis NecropolisEach Sarcophagus: the PP of the 2 Mastaba Tiles in line with itEach Harvest
Score the Obelisk ObeliskThe last scoring space your Orb has reachedEach Harvest
Score the Great Pyramid Track Great Pyramid TrackThe last scoring space your Limestone Block has reachedEach Harvest
Score the Queens’ Pyramids Queens’ PyramidsPer pyramid: your Permissions there × the element on its tileEach Harvest
Prestige Points now Immediate pointsHieroglyph matches, Craft spaces with Prestige Points now 1–2 PP, carving with an empty Sphinx Reserve, board and tile iconsDuring your turn
Lost pointsOnly the Duat. You never drop below 0Harvest

[Promo] The Promo Tiles add a Queens’ Pyramids tile that scores your furthest Scarab.

What each resource is for

PictureResource use
Fish and Ankh Food FoodWhy: Crowded Houses, Crafts and some Tablets cost Food; Get: Flood income from Boats, river sections, Favours, Tablets; 3 Food when you can’t pay a House; Use: Pay 1/3/5 for crowded Houses, the Craft price, Tablet costs. Max 10
Heka HekaWhy: Papyri cost Heka twice: the market price and the board space; Get: Flood income from the Obelisk, Favours, Tablets, Crafts; Use: Buy and place Papyri. Max 10
Apprentices Apprentices (3)Why: Your workers; Get: Back home every Flood; Use: Visit, then Specialise
Scarab Scarabs (5)Why: Better actions; Get: Specialising; Advance a Scarab (no action) steps; Use: Pick the actions of the reached space or any lower one
Crafts CraftsWhy: Fuel for Offerings; Contracts and a Queens’ tile count them; Get: Obtain a Craft Obtain a Craft; Use: Offered from their Basket: level I, I+II or I+II+III actions
Priestesses Priestesses (4)Why: Make Offerings; Get: Start at the Temple door; Use: Move up the Rooms; lie down after an Offering
Papyri PapyriWhy: Move your Feather; Get: Obtain a Papyrus Obtain a Papyrus; Use: Rolled up at Harvest: 1 Feather step each, +1 per completed Drawing
Mummies Mummies (4)Why: Necropolis points and Mastaba actions; Get: Embalm Embalm; Use: Funerary Rite (level shown) Funerary Rite
Sphinxes Sphinxes (4)Why: One-off strong bonuses; Get: Carve a Sphinx Carve a Sphinx; Use: Erect a Sphinx (level shown) Erect on a Pedestal
Pyramids Limestone Blocks (2)Why: Pyramid points and Favours; Get: Transport Limestone Transport Limestone; Use: Build the Great and Queens’ Pyramids
Obtain the Permission of Khufu Permissions of Khufu (3)Why: Queens’ Pyramid points; Get: Obtain the Permission of Khufu; Use: Placed when you build a Queens’ Pyramid
Boats Boats (4)Why: Food and Contracts; Get: Advance Boats Advance Boats; Use: Boat activations Activate: Food on the river, Benefit + Contract in a City
Action Tablet space Action TabletsWhy: Your Visit actions; Get: Obtain an Action Tablet; Use: Used up when an Apprentice visits

Teaching tips

Rules

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