How a stack is played
Two alike, both free: that is the whole rule.



Tap an amulet, then its twin. Off they go.



An amulet is free when nothing lies on top of it and nothing touches it on its left or on its right. Free amulets are bright; the rest sit a little in shadow.


A shuffle gathers the amulets left and deals them again in the same places, always in an order that can be cleared. Free play gives you two for each deal.
Three seasons up the Nile
From Alexandria to Abu Simbel, through the flood, the sowing and the harvest.
From Alexandria to Giza: shallow stacks, a gentle start.
Past Amarna to Karnak: deeper stacks and the first tombs.
From the Valley of the Kings to Abu Simbel: the deepest stacks of all.
On the way
The same towns every time, but a new map: which markets, shrines, tombs and oases lie where, and which way you take.
- A stack. Clear it to go on.
- A market. Boons and relics for deben.
- A shrine. Choose one boon of three, free.
- A tomb. A hard stack with an omen. A relic if you clear it.
- An oasis. A shuffle back and a small stack by the water, if you like.
- On the river. Something happens.
- The great stack. The last and largest.
Special amulets
Further up the river, some amulets are not what they seem.
Gold amulets. Worth more deben.
Turquoise amulets. Take the pair for a turquoise, kept at home for new looks.
Veiled amulets. Only their backs show until they are free.
Sealed amulets. Free once you take a pair of the kind on the seal.
Rubble. Every pair cracks it a little. At the last, one dot for each pair it has left.
The Four Sons of Horus. Any two of the four jars make a pair.
Covered amulets. Free once the tiles on both its sides are gone.
Daily challenges
Three stacks each day, the same for everyone. Stuck? Try again as often as you like: the stamp remembers which try it took.
- The stack of the day. A plain puzzle: no shuffle, hints only.
- The tomb of the day. A hard stack with an omen and every special amulet.
- The oasis of the day. A small stack by the water, gentle, with its help.
Yours to keep
Win a journey and some of it comes home with you.
15 tile looks















8 sets of amulets








- Relics. 20 of them. Win a journey carrying one and it comes home and opens a look for good.
- Turquoise. Rare: from turquoise pairs, journeys won, the daily challenges and deeds. It buys the looks marked with it.
- The museum. Your relics, the stacks you found, the days you cleared and 8 deeds to do.
- Tables and effects. 13 tables for the stack to lie on and 10 ways for a pair to leave.
See it




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