Tips & Strategy
How to teach Men-Nefer, first-game advice, how each area of the board pays off, solo against Imhotep, player counts and where videos differ from the rulebook.
This page is advice, not rules. Where anything here seems to disagree with the rulebook, the rulebook wins.
How to teach it
- Goal and rhythm — most Prestige Points after 3 Eras; each Era is Flood, Sowing and Harvest, and you get 9 turns in each Sowing, 27 in the whole game. Start with Teach the Game.
- The three choices — Visit, Specialise or take an Action Tablet (Sowing choices),
and the
Food cost of crowded Houses. - The five Houses of Life, one at a time, in board order (Houses and Actions).
- Papyri and the Duat, then walk through one Harvest (Harvest and Scoring) — seeing what scores makes the earlier choices click.
First game
- Pick one or two areas, not five. With 27 turns you can’t climb every Specialisation Track. Pairs that feed each other: Necropolis with a Sarcophagi Queens’ Pyramids Tile, or Temple with the Obelisk.
- Score early. A Sarcophagus in the Necropolis and a fulfilled Contract score at every remaining Harvest, so an Era I placement pays three times.
- Watch your Food. If you can’t pay for a crowded House you still place, but take 3 Food and skip everything else — a lost turn (Food and placement).
- Set up income for Era II. The Obelisk gives
Heka at every Flood; Boats
on the river give
Food when activated. - Get a Permission before you aim at the Queens’ Pyramids. You can’t move onto their Construction spaces without one (Queens’ Pyramids Track).
- Don’t forget the Duat. Until your
Heart and
Feather cross, the
gap costs points at every Harvest; Papyri move the Feather, many actions the Heart.
The areas
| Area | Why go there |
|---|---|
| Sarcophagi score their two Mastaba Tiles at every Harvest, and each Funerary Rite gives a Benefit plus Mastaba activations. Early placements compound. | |
| Offerings push your Orb up the Obelisk: Heka at each Flood, Harvest points and the Deity’s action every time you pass a Deity space. | |
| River spaces give Food; Cities give their Benefit and a Contract. Read the Contracts on offer before you sail. | |
| The Great Pyramid gives Favours of Khufu and Harvest points along its track; the Queens’ Pyramids multiply your Permissions by what their tiles count. | |
| Pedestals give strong one-off Benefits, including Mastaba activations in front of the Necropolis. | |
| Each rolled-up Papyrus and Drawing moves your Feather; they also feed Contracts and a Queens’ Pyramids Tile. | |
| A Tablet whose hieroglyph matches the next one on your Hieroglyph Track moves the counter for a PP or a free Scarab step. |
Player counts
- 2–3 players: Neutral Apprentices sit in the Houses and make them cost Food, and Cities hold fewer Contracts.
- 4 players: Houses are crowded, Food is tight and the best Necropolis spaces, Pedestals and Contracts go fast.
Solo against Imhotep
Imhotep never uses Food or Heka and turns over Contracts of the current Era’s value without meeting them (Solo: Imhotep). Revealed Action Tiles go face up, so you can see which options are still to come this Era and race him to the Necropolis spaces and Pedestals he will want.
Videos versus the rulebook
- In Men-Nefer: Solo Playthrough, Gaming Rules! notes an earlier mistake: refilling Cities with value-1 Contracts in Era II. The rulebook refills every empty space with value-2 Contracts in Era II and value-3 in Era III (Flood).
- The same video confirms that Imhotep takes a Pedestal’s Benefit but not its Mastaba activations (Action priorities).
Host game
Show the three options with one Apprentice and its Tablet before starting. On turns 1–3, ask players to count only the Apprentices in the destination Sun or Moon space when checking Food, including Neutral Apprentices. Point to the skipped actions if they cannot pay; gaining Food does not also resolve the Tablet.
Rehearse a crowded House
Set up a practice Visit where two Apprentices already occupy the Sun space. The new Apprentice costs 3 Food. With enough Food, pay it, resolve the associated Tablet and discard that Tablet face down. With only 2 Food, place the Apprentice anyway, keep the Food you have and gain 3 Food instead; discard the Tablet without performing its actions. Reset the practice pieces before starting.
On a later turn, moving that Apprentice to the Moon is a separate Specialise choice, with its own crowding cost. Contrast that with a Scarab step from a hieroglyph match: the marker advances, but you take no Specialisation action. The three Sowing choices.
Sources
- Men-Nefer: Tutorial & Playthrough — Gaming Rules!
- Men Nefer Board Game - How to Play Summary and Strategy — Tabletop Strategy
- Men-Nefer: Solo Playthrough — Gaming Rules!
- Men-Nefer - 3p Teaching, Play-through, & Roundtable Discussion by Heavy Cardboard — Heavy Cardboard