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CURSE OF THE MUMMY'S TOMB

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EVALUATION

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Games Workshop 1988

Game Designer: Stephen Hand

Development: Paul Cockburn

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"When the moon conjoins with the planet of the God Anubis, the elixir of eternal life will flow. Whoever partakes of the sacred waters shall sty youthful for one hundred years. Immortality is the rewards for he who overcomes the dead that walk."

Curse of the Mummys Tomb is a simple game for 1-4 players (Full Rules for Solo-play included !). In the sarcophagus (gamebox) you will find all you need to enter the Dark Pyramid of Khonsu:

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Kulkmann´s Opinion: One thing said in front - Curse of the Mummys Tomb plays absolutely best with 3 or 4 players. The Solo rules included are O.K., but when played with two players to game tends to be not very interesting, since part of each turn consists of a secret bidding procedure, and this only is fun when more than two players are participating. Having said this, let us now continue with the positive sides of the game. Certainly, especially the graphical arrangement of the game is stunningly good. Characters and event cards are designed in the well-known graphics-style of the old Talisman-editions, and the playing pieces are nicely moulded pewter-miniatures of the 4 possible characters and the Mummy. The game itself is a good mix of luck and strategy, but the element of luck slightly prevails since players to a large part depend on the cards they draw. Very intersting is the interaction between the players: They actually cannot meet on the gameboard, but instead players try to influence each other by playing cards on them. Thus, when one player decides to play a movement card on his figure, all other players are allowed to play movement cards on him as well, and this makes movement slightly unpredictable. Whenever a player lands on a space bearing a number, the other players now have the possibility to play traps and enemies on him which he has to fight. If there are still cards allowed to play, then the player himself may play a discovery card onto his character as well, and he may take the discovery if he should have solved all the traps and enemies played on him.

The game certainly is part of the upper rank of the Games Workshop history, and thus I recommend to buy it when possible.

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Cards from White Dwarf No.102, 1988

"Copyright Games Workshop Ltd. 1988. All rights reserved. First published in White Dwarf No.102. Reproduced with permission."

Since the miniatures are not available any more, I have added some figures.


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Copyright © 2004 Frank Schulte-Kulkmann, Trier, Germany