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Mykerinos


Price: $30.47 & FREE Shipping on orders over $35. Details
Only 2 left in stock.
Sold by Columbia Sports, Inc and Fulfilled by Amazon. Gift-wrap available.
  • 2 to 5 players
  • 60 minutes to play
  • Ancient china
  • Strategy game
13 new from $20.99 1 collectible from $34.95

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Product Details

  • Product Dimensions: 7.5 x 2.5 x 10.8 inches ; 1.4 pounds
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • ASIN: B000EOTA0S
  • Item model number: 294RGG
  • Manufacturer recommended age: 9 years and up
  • Amazon Best Sellers Rank: #200,975 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
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Product Description

Product Description

1899. For more than a century, the European public has been fascinated by Egyptology and the discoveries of Denon, Champollion, Petrie and others. Seeking adventure and glory, teams of archaeologists search the sands of Egypt for hidden treasures. The players embody archaeologists working for patrons. They excavate the land of Egypt to find precious artifacts, which will adorn the most prestigious rooms of the Museum. Players: 2-4 Ages: 10 and up Playing Time: 30-60 minutes

From the Manufacturer

Slip on the role of clever court attendant and try your luck in the court of Louis XIV. Influence his next decrees. Relax in his radiance on his countless cushions. Bribe ministers and buy generals. Spin intrigue and spread your net in the empire of the Sun King. Every plan is right - if it works. A careful plan and provident use of information gained in the court can help you fulfill your mission -and win the game.

Customer Reviews

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Most Helpful Customer Reviews

4 of 5 people found the following review helpful By A. Skinner on December 12, 2008
I really liked the production quality of the game. The game board itself is nice, with all the references you need, just like Caylus. You'll see the special power cards, and iconic representations of what they do. These same legends are on the cards themselves.

Now one of the things like I liked production wise was the fact that they weren't your standard playing cards. They weren't even the larger tarot sized cards. They cards themselves were of the same dense cardboard as the game board. I imagine this is because, in fact, they function as a modular game board during play.

There are 4 rounds, and each round the first player takes 8 of these cards after shuffling them up and places them in sets of two (these sets are called "Areas"). So each round you have 4 of these areas (composed of 2 cards each) face down, in a square. On the back of each card is a symbol, which indicates what's on the front of the card. On the "face" (or front) of the card there is the face of one of the "patrons", who give you special abilities when you tap in further rounds after you pick the card up. Aside from the symbol, on the back of the card there may also be a number, which indicates the number of VP you'll score if you take that card.

So how do you get to take these cards from the modular board you've created? By claiming the area. Since each area is one of these 4 sets of 2 cards, you are able to claim it if you have the most workers on the area. It's not quite as simple as that, since you really only get first dibs on which card you want. Any other players in the area get to take cards as well, but they get your leavings.
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