This is the first Recon. It is not a review, unboxing or session report. Instead, I assume that you are familiar with the game and own or have played it. This session goes over the resources and structures of the game in detail so that you may work on better play and strategy.
Egizia is a game by the design team called Acchittocca. It was published in 2009. My gaming group enjoys it quite a bit and I believe it will become popular in competitive play.
Detailed charts and other information are on the continuation of the page.
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29 Sphinx Cards
- Markets 5 cards, avg. 6 points
- Workers 4 cards, # of each type (avg. 6 points)
- Obelisk 5 cards, avg. 6 points
- Temple 3 cards, avg. 7 points
- Pyramid 3 cards, avg. 8 points
- Production 4 cards, avg. 7 points
- Graves 2 cards, avg. 7 points, but unlikely to complete
- All buildings 1 card, 10 points
- 10% bonus card, avg. 8 points
- Permanent card bonus card, avg. 4 points
A typical card will score 6 or 7 points if you fulfill it. You can have 0 to 10 scoring cards, but 3 or 4 is typical for 19-30 points.
Building Points
- Obelisk: 46
- Pyramid: 50
- Temple: 54
- Tombs: 40 minimum/54 average/65 maximum
- Cards (turned in at purchase): 25 per player by discarding all possible is 75 total (one player left out)
- Total: 279 (4 player game) is the unlikely maximum but there is a maximum of only 202 stone in the game
Turn | Min. Added | Max. Added | Turn Total | Cumulative | Avg. per Player | |
1 permanent (3/4) allows 2 stone for a worker per turn. | ||||||
Start | 20 | 20 | 5 | |||
1 | 9 | 12+3 | 29/35 | 29/35 | 7/8 | |
2 | 9+3 | 10 | 42/42 | 71/77 | 10/10 | |
3 | 9 | 15+4 | 51/61 | 122/138 | 13/15 | |
4 | 12 | 9 | 63/66 | 185/204 | 15/16 | |
5 | 9 | 16 | 72/82 | 257/286 | 18/20 |
Turn | Min. Added | Max. Added | Turn Total | Cumulative | Avg. per Player | |
You can trade VP for food. 1 card allows trading stone for food. | ||||||
Start | 24 | 24 | 6 | |||
1 | 0 | 27+4 | 24/55 | 24/55 | 6/14 | |
2 | 14+4 | 0 | 42/51 | 66/106 | 10/13 | |
3 | 0 | 28 | 42/79 | 106/185 | 10/20 | |
4 | 14 | 0 | 56/79 | 162/264 | 14/20 | |
5 | 0 | 9 | 56/88 | 218/352 | 14/22 |
Turn | Min. Added | Max. Added | Turn Total | Cumulative | Avg. per Player | |
4th bounce in Stone Market gets 3 stone. | ||||||
Start | 12/14 | 12/14 | 3 | |||
1 | 0+2 | 13+2 | 28/41 | 28/41 | 3/6 | |
2 | 7+2 | 0+2 | 21/27 | 49/68 | 5/6 | |
3 | 0+2 | 11+2 | 23/40 | 72/108 | 5/9 | |
4 | 4+2 | 0+2 | 29/42 | 101/150 | 6/9 | |
5 | 0+2 | 6+6 | 29/52 | 130/202 | 6/12 |
Turn | Stone | Grain | Either | Turn Total | Cumulative | Avg. per Player |
*Minimums could be 0, but that is unlikely | ||||||
1 | 1/6 | 1/6 | 3 | 2*/9 | 2/9 | 0/2 |
2 | 1/4 | 1/4 | 3 | 2/5 | 4/14 | 1/3 |
3 | 1/6 | 1/6 | 3 | 2/9 | 6/23 | 1/6 |
4 | 1/4 | 1/4 | 3 | 2/5 | 8/28 | 2/7 |
5 | 1/6 | 1/6 | 3 | 2/9 | 10/37 | 2/9 |
You could average accumulating about 8 market moves in a game. That gives 2 to 5 for points or stone, depending on your strategy. If you were food poor, you could get 4 to 10 victory points. If you were stone poor, you could get 6 to 15 stone. The distribution of market moves is very “brittle” with so many of them coming in pairs and a requirement to have 3 moves in a market before you get the most important benefit.
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