How to Play Kemet: Blood and Sand – Actions, Powers & Combat
Kemet: Blood and Sand is an aggressive area-control game where every player develops a different set of powers, teleports armies across the map and scores both permanent and temporary victory points.
Rounds have a Day phase and Night phase
During the Day, players alternate resolving one Action token at a time until all five normal Action tokens have been used. Then the shared Night sequence provides temple rewards, Prayer, DI cards, recruitment and new turn order.
Place Action tokens on your pyramid board
Actions include Pray, buy Power tiles, raise Pyramids, recruit Units and move Troops. The Equilibrium rule requires your five normal Action tokens to occupy all three horizontal levels of your player-board action pyramid by the end of the Day.
Prayer points fund development
Prayer pays for Power tiles, Pyramid upgrades, recruitment, teleportation and some DI effects. Your Prayer economy determines how many tactical options remain available during a round.
Pyramids unlock Power tiles and teleportation
A Pyramid lets you buy Power tiles of its color up to the Pyramid’s level. Pyramids also enable teleportation from their City Districts to Obelisk spaces for the required Prayer cost.
Moving into an enemy Troop starts a battle
Attacker and defender secretly select Battle cards plus any eligible DI cards. Compare total Strength; ties favor the defender. After deciding the winner, resolve unblockable damage, normal damage minus Defense, then rewards and retreat/recall choices.
Attacking victories can create permanent VP
If the attacker wins and still has a Troop in the battle zone, the attacker gains a permanent Battle VP. Temples and level-4 Pyramids can instead provide temporary VP that can be lost if control changes.
Victory check happens at the start of your action
Before playing an Action token on your turn, if you have at least 9 total VP and no opponent has more VP, you win immediately.