Year Published
# of Players
2 − 4
User Suggested # of Players
Best with 2, 4 players
Recommended with 2, 4 players
(5 voters) [poll]
Mfg Suggested Ages
10 and up
Playing Time
90 minutes
User Suggested Ages
(1 voter) [poll]
Language Dependence
No necessary in-game text
(1 voter) [poll]
(3 voters) [vote]
Primary Name
Dahschur: Die Rote Pyramide
Alternate Names
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ObjectID: 127433
Description Edit | History

Upon the call of Pharaoh Snorfu, up to four princes receive the order to build a glorious boulevard in front of the red pyramid and to fill the grave chamber with precious and shining objects.

Using their influence cards in Dahschur: Die Rote Pyramide, the player princes will buy gems for the construction of the boulevard and try to position them for the filling of the grave chamber. They'll also use presents from the neighboring cities. The possibilities for each player, however, very much depends on the influence used by the other princess.

Receiving the most goodwill from the Pharaoh will require perfect utilization of the influence cards and the gathering of valuables for the grave chamber.

For the fulfilment of the Red Pyramid, Pharaoh Snofru orders the construction of a boulevard and the filling of the grave chambers. In this complex strategy game, the players - acting as princes - use their limited influence to become vizier. By clever usage of action cards and commodities, the players buy gems on the market, use them in the construction of the boulevard, achieve beneficial positions for the filling of the grave chambers and use the tributes of the neighbouring settlements – all possibilities to score directly or at the end of the game. However, these tasks, asked by the pharaoh, cannot be solved alone! The dilemma: The player’s action potential depends on the cards chosen by the other players, which are pursuing their own goals...

To score at the end of the game, the players not only have to place their offerings in the procession, but will have to collect gold and silver as well in order to fill the grave chambers – preferably by hindering the other players from doing so. The player having collected the most recognition points will receive the title of the grand vizier in the end.

Game Components:

  • 1 game board
  • 1 die
  • 1 cotton bag
  • 3 x 12 gems (glass stones red/green/blue)
  • 1 rulebook
  • 1 marker starting player (pharaoh)
  • 4 x 1 salesman (wooden figures)
  • 4 x 10 commodities in 4 colours
  • blue (lapis lazuli), red (clay pottery), orange (papyrus) and white (myrrh)
  • 4 x 1 recognition marker (round disc)
  • 4 x 6 action cards (each with 1-6)
  • 10 settlements cards (with number 6-15)
  • 10 gold coins (yellow, value 4x 4, 3x 5, 3x 6)
  • 10 silver coins (grey, value 2x 1, 4x 2, 4x 3)
  • 24 trading cards
  • 24 marble plates (triangle tiles)

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More Information Edit | History

Dahschur is the winning title (strategic game) of a game author's competition committed by

Target Group:
The game with its complexity is targeted mainly for frequent players. Although the rules are not overly complex, the strongly interwoven action and story lines demand a lot from the players.

Gameplay / Tension / Complexity:
Choosing the prince cards not only determines the possible actions of the other players, but also the question of whether and what reward a player receives. Since the sum of the prince cards also gives points, there is a feeling of tension in every part of the round until the end: Will I receive a reward through the selected prince cards (without allowing the other players too many actions) or will I rather get gifts of neighboring towns with the sum the chosen prince cards? From the very beginning players need to make decisions under pressure and will see the effects pretty quickly, but sometimes only at the end of the game. In addition, it becomes clear during the course of the game that the player's choices are reduced by be deposited prince cards. Since there are different ways to achieve points, this also raises the question for the players of whether one has adopted the "right" course.

Game Drive / Emotions / Psychology:
Since the players have to make decisions from the very beginning but are also directly affected by decisions made by the other players (by the choice of prince cards that determine their own action opportunities), they are very quickly integrated in the game. During the course of the game it becomes clear whether the strategy of the players work out or not (what shall I focus upon?), But real clarity cannot be achieved, whereby uncertainty persists as an emotional point.

Strategy & Luck:
The only random aspect is the decision of the allocation of rewards in the case of a tie. Whoever does not like this can use the extension "Die Felukenhändler" which addresses exactly this - this makes the game even more complex.

Look and Feel:
Dahschur is has an attractive appearance. The box is designed to look like a pyramid and is placed next to the board and exposes the grave chamber at the end of the game, for the final scoring. The two-dimensional game, then becomes three-dimensional. The wooden figures and the shiny glass stones are visually and sensually appealing.

Sort: Nickname | Year Published
Pg. 1
Dahschur: Die Rote Pyramide
English/German first edition
Publisher: Mücke Spiele
Artist: Christian Opperer
Year: 2012
English, German
Release Date: Aug 15, 2012
Link Image
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Title | Hot | Recent
[Browse »]  [Upload File »] Language:
Pg. 1 of 1
5 Additional Player's Help
Player's Help card for the game
21 English Rulebook
These are the English Rules...
3 German Rulebook
This is the German rulebook
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Board Game Rank: 7468
Num Ratings: 48
Average Rating: 6.88
Standard Deviation: 2.13
Num Views: 10143
GeekBuddy Analysis: Analyze
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Avg. Game Weight: 2.7
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Personal Comments: 14
Users Owning: 75
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Year Published 2012
Num Ratings 5
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