- Publisher : Ludonova
- Designer(s) : Germán P. Millán
- Artist(s) : Laura Bevon
- Players : 1–4
- Playing time : 60–120 Min
- Difficulté BGG : 3.69
What's this?
Men-Nefer is a worker placement and resource management game for 1 to 4 players, with an approximate playing time of 90 to 150 minutes. It is played over 3 Eras, each divided into 3 seasons (Flood, Sowing, Harvest), and combines a multitude of interconnected mechanics: specialization by track, pyramid building, river navigation, temple offerings, necropolises and sphinxes.
How do you play?
A game takes place over 3 Eras , each composed of 3 phases:
Phase 1: The Flood (Akhet) – Only in Eras II and III
Receive Food based on the position of your Boats on the Nile, and Heka ( magic) based on the position of your Orb on the Obelisk. Renew Trade Contracts, etc.
Phase 2: The Sowing (Peret) – The Strategic Core
This is the main phase of action.
In turn, each player chooses one of the following 3 options , each usable a maximum of 3 times per Era :
① Visiting a House of Life
- You choose an Apprentice from your player board and their associated Action Tablet
- The Apprentice is placed in a House of Life (on the Sun side) — if other Apprentices are already there, they pay 1/3/5 Food according to the number
- We execute the actions of the Tablet
- The discarded Tablet is placed face down on the board.
② Specializing in a House of Life
- You move your Apprentice from the Sun side to the Moon side (same encumbrance cost)
- We move our Scarab one space forward on the corresponding Specialization Track
- The action of the new space (or a previous space) is executed.
③ Obtain an Action Tablet
- We choose one of the 5 Tablets available on the tray
- We pay for/receive the indicated food
- If the hieroglyph on the Tablet corresponds to the next space on its Counter, you advance and receive an immediate bonus.
- The action to the right of the chosen Tablet is executed (or any action below it).
Phase 3: The Harvest (Shemu) – The scoring
At the end of each Era, we reap what we have sown.
The scoring is done in the following order:
- Roll up the Papyrus → advance the Pen on the Duat (1 step per Papyrus + 1 per completed Drawing)
- The Duat → if Heart and Feather did not cross paths: -1 PP per space of distance / if they did cross paths: +1 PP per space
- Commercial Contracts → return the completed Contracts and score according to their value
- The Necropolis → score each Sarcophagus placed (PP = sum of the 2 perpendicular Mastaba Tiles)
- The Obelisk → PP depending on the Orb’s position
- The Pyramids → PP according to the position on the Great Pyramid Track + PP of Khufu Permits placed on the Queens’ Pyramids (multiplication of Permit × quantity of the element indicated on the Tile)
The major events of the game
The game revolves around 6 thematic axes , each linked to a House of Life and its Specialization Track:
| Axis | Main actions |
|---|---|
| Transporting Limestone, Obtaining Khufu’s Favor/Permission, Building Levels | |
| Embalming (turning over a mummy), Funeral Rite (placing a sarcophagus in a mastaba) | |
| Obtain a Crafting Skill, Advance the Priestesses, Make an Offering, Raise the Orb | |
| Move Boats Forward, Activate Boats (collect Food or Contracts in town) | |
| To sculpt a Sphinx, to erect a Sphinx on a pedestal | |
| Obtain Papyrus, manage Heka and Food |
Is it good?
Let’s be clear from the start: Men-Nefer is a delightful surprise. Ludonova delivers a pure, heavyweight Eurogame brimming with strategic depth, where every mechanic tells a coherent story within the context of ancient Egypt. You wrap mummies before transporting them in sarcophagi to the Necropolis. You obtain Khufu’s Permission before constructing the secondary pyramids. You sculpt your sphinxes before erecting them as avenues. Want to make an offering at the temple? You must first craft the item in your workshops. This thematic coherence makes learning the actions incredibly smooth despite the abundance of icons. This is the genius of the interconnected mechanics. Germán P. Millán has succeeded in creating an ecosystem where absolutely everything is logically and thematically linked.
The game is brimming with great ideas. Take the Duat Meter system (the Heart and Feather gauge): it’s particularly well-designed. It’s a strategic element that you absolutely cannot ignore, or you’ll see your victory points plummet at the end of each era. The specialization tracks also work extremely well: while visiting a House of Life grants a basic action, choosing to specialize in it significantly strengthens your abilities for the rest of the game.
The Action Tablet system is original: tablets that you must choose, and which will determine your future actions for the next era, with the added bonus of a hieroglyph that rewards the consistency of your choices. It’s elegant and well-conceived.
Finally, the Pyramid construction offers a wide variety of scoring options: the Great Pyramid rewards your speed and progress on its dedicated track, while the Queens’ Pyramids rely on a highly lucrative element multiplication mechanic. Similarly, the placement of sarcophagi and its cross-scoring system with the Mastabas present constant and agonizing dilemmas.
However, make no mistake: Men-Nefer is a demanding game. The rules are dense, and the first game will inevitably be a somewhat tough learning curve. The sheer number of interconnected systems might also discourage casual players.
The game board is also visually very busy. Laura Bevon has done a magnificent job artistically, but the legibility of certain areas can be a bit jarring during the first few turns. The iconography is highly precise, but appears minuscule in some places. You eventually get used to it, but the adjustment period is definitely there.
Some naysayers will also point out that the game relies on mechanics that, while clever, are ultimately quite conventional. But is that really a bad thing when the formula is so well executed? That’s for you to decide. Furthermore, interaction remains primarily indirect: it’s a pure race for position on the tracks, snatching contracts right out from under your opponents’ noses, or blocking sphinx pedestals. Finally, as you play more games, some strategies seem slightly stronger or more obvious than others, even though the game offers plenty of ways to adapt.
Men-Nefer is an excellent title for experienced players who enjoy rich, deep Eurogames with a strong thematic focus. Rewarding, boasting superb tactical depth, and beautifully produced, it stands out as a must-have for fans of complex strategy games.
Men-Nefer Review
Positives
- Theme/mechanics consistency
- Six interconnected game axes
- The Specialization tracks offer a real sense of progression.
- The Duat Gauge
- Very good replayability
- The Action Tablets system is elegant and well thought out
- A nice variety of scoring systems
- A quality edition
Negatives
- Visually very busy set
- Precise but sometimes tiny iconography
- A few extra layers of rules that aren't essential
- A slight lack of pure originality
- A fairly permissive game
