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Do Not Wake Up Netiqrys!: An archeological adventure in the Ancient Egypt
Do Not Wake Up Netiqrys!: An archeological adventure in the Ancient Egypt
by (Web published) (2021)
Player Count
1 to 6

Player Ages
14+

Playing Time
2 hours to 3 hours
Categories
  • Exploration
  • Adventure
  • Miniatures
  • Print & Play
  • Designers
  • Stefano Izzo
  • Mechanisms
  • Tile Placement
  • Modular Board
  • Cooperative Play
  • Dice Rolling
  • STR-04 Solo Game
  • Random Production
  • Family
  • Dungeon Crawler
  • Ancient: Egypt
  • Rating: 8/10 from 1 users

    Description

    An expedition, composed of subjects of various backgrounds (there are distinguished Egyptologists, valiant officers of Her Majesty, archaeologists in search of notoriety with their daughters, treasures hunters of every ream etc., and their respective carriers), runs through the corridors and rooms of an ancient Egyptian Temple miraculously remained intact in the sands of the desert, in search of treasures and precious finds. But there are those who make good guard. And, above all, the Eternal Sleep of the Queen's Spirit is very heavy, but not entirely bombproof.

    Do Not Wake Up Netiqrys! is a three-dimensional tabletop game, which is played with miniatures and on a map containing three-dimensional elements. It is a quite traditional dungeon crawler, so your characters (miniatures) move on rooms and corridors in order to reach the Hall of the Sarcophagus of the Mummy and to collect treasures. What makes the game a bit particular is the random generation of the path and of the enemies every time the characters turn a corner or open a door.

    The rules are very simple but immersive, in order to satisfy both old friends of colonial or exotic miniature games and casual players or children. A game can involve a number of players ranging from one to six.

    To play DNWN! it is necessary to have about twenty miniatures, normally in 28 or 20mm, including the Mummy, some of her Followers, some "Undead", as well as members of the archaeological expedition and their local carriers. You also need a 12-sided dice, a pair of 6-sided dice, some furniture to be disseminated on the path and a play area of about 90 cm - 36" per side, which will represent the perimeter of the Temple, within which the path will have to wind.

    Everything else you will need is present in this issue that, in addition to the rules of the game and two sides of very complete “fast reference” tables (to play you will only need those), provides you with the "Character Cards", containing the characteristics of each of the protagonists, and also with the tiles for the construction of the path (including corridors, rooms, doors and so on) as you see it in the photos, to print, paste and crop. In fact, DNWN! involves the random construction of the path during the game, an element that makes each match deeply different from any other and that allows the game to be particularly enjoyable even in “solo mode”.

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