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Games PC PharaohPharaoh Gold [PC Game]

Sold Out Software (2005) - Construction/Building Sim



Details
Platform: PC
Publisher: Sold Out Software
Release Date: October 21, 2005
UPC: 5037999006794


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Manual

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Pharaoh Game (City Builder) BEST CITY& 39;S EVER!!! xpack

 

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Comments to date: 1. Page 1 of 1. Average Rating:
duncs 11:23pm on Sunday, May 16th, 2010 
Pharoah Here you will have to control city after of skilled egyptians as you shape their culture, land and life.

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Documents

doc0

PC and MAC CD-ROM
Interactive learning program Map animation: Egyptian history Virtual tour of a tomb Write in hieroglyphics
Egyptian-themed games Special contest and score Extensive additional material Illustrated glossary

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Introduction

The Tutankhamun - Interactive Egypt CD-ROM: a fun way to learn about Egypts magnicent cultural heritage! This CD-ROM offers you a multifaceted view of ancient Egyptian life. Learn about the gods and goddesses, the myths and history of ancient Egypt. Discover the tombs of the pharaohs and prepare a virtual mummy. Have fun with games based on Egyptian themes. The rst eight sections of this CD-ROM deal with the most important topics. An entire section is devoted to the young pharaoh, Tutankhamen. The games in the edutainment section are thematically related to these rst eight sections and can be directly accessed from them by links. The individual sections contain brief animated features that allow you, for example, to identify gods and goddesses, or make use of what youve learned about the pharaohs crowns and insignia. The time travel section presents an animated map of Egyptian history and invites you to zip through the centuries with our time machine. The knowledge gained in the section on mummication can be put into practice right away with our mummy simulation program. The learning system also includes such helpful features as bookmarks, notepads, a search function, a glossary and an animated help program.

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Content of this CD ROM:

2.1 2.2 2.3 2.3.1 3.4.1 4.2 4.3 4.4 4.5.1 5.2 5.6.1 6.2 6.3 6.7.1 7.2 7.3 7.4 7.5 Introduction Kemet - the Land of Egypt Introduction Kemet The Nile History People of Kemet Time Travel The course of time Time machine Pharaohs The life of a pharaoh Insignias Chronology Queens Pharaohs 11 Tutankhamun New Kingdom Biography Tomb KV62 Gods and goddesses Religion Myths of creation Gods from A-N Gods from 0-T The cult of the dead Mumication The afterlife Pyramids Valley of the kings Amulets 11.1 11.2 11.3 11.4 11.12.1 12.2 12.3 12.8.1 8.2 8.9.1 9.10.1 10.2 10.3 10.4 10.5 10.6 10.7 Hieroglyphics What are hieroglyphs? Hieroglyphics scribe Numbers scribe Modern Egypt The country and its people Facts and gures Edutainment games Overview Tomb game Webory amulets Gods and godesses Hieroglyphics Test your knowledge Contest Downloads Presentations Drawings Photos Theme pages Pictures for coloring About & Infos Imprint E-learning Bibliography Updates Notepad Glossary Search Engine Help

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Travel back in time to ancient Egypt.
Travel 5000 years into the past! With Egypt at the center of a large map encompassing North Africa, Europe, and an area extending through the Middle East to the Hindu Kush (a mountain range in present-day Pakistan and Afghanistan), you can follow the development of various societies over the course of time and see how they interacted during different epochs.
Practice writing in hieroglyphics.
Its easy with our little hieroglyphics scribe. Just type in one or more words on your keyboard and our invisible scribe will immediately display the corresponding Egyptian hieroglyphs on the screen. Our learning system also includes a number scribe and a module that transcribes modern dates into their ancient Egyptian format.

BONUS-MATERIAL:

This CD-ROM has an extensive download area with material such as photographs and maps that can be used as PowerPoint presentations or overhead projections. They are thus suitable for use by students and teachers.

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Photography: F. de Andrade, Ch. Riemarzik, M. Metzroth, C.Filiol

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Can you prepare the mummy for burial?
In the mummier simulation program, you can carry out the ancient Egyptian rituals required for complete embalming. You can review all the steps needed to prepare the dead for the afterlife.

The contest comprises the following 5 games:
Where is Tutankhamuns tomb? Find it!
Play the role of Howard Carter in this game. Try to nd Tutankhamuns tomb for your patron, Lord Carnavon. With a bit of luck, youll be able to embark on a three-dimensional exploration of the tomb, take apart the nested cofns and examine each one individually.
Find the mystical amulets and symbols
Find the matching pictures! They change position, and may even be replaced by new pictures, at the start of each new game. In the section on The cult of the dead youll nd background information on symbols, amulets, and other cult objects found in tombs.

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Can you recognize the gods at the shrine?
Use your skill to obtain matching gures and earn points. Two identical heads are good, but three are better. Points depend on the god whose pictures match up. In the section on Gods and goddesses, youll nd a list of the important gods and goddesses of ancient Egypt.
Put together the hieroglyphs that spell out the pharaohs name
A person with a good visual memory would have had a good chance of success as an Egyptian scribe. Here you can work to develop the speed and dexterity needed to catch the hieroglyphs needed to spell out the rulers name.
Test your knowledge of ancient Egypt
Things are not always what they seem to be. Much that we assume to be true about ancient Egypt is little more than legend, or is based on errors that have since been refuted by archeologists. Our quiz poses some tough questions. How solid is your knowledge?

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Interactive Egypt

The Tutankhamun - Interactive Egypt CD-ROM: a fun way to learn about Egypts magnificent cultural heritage! This CD-ROM offers you a multifaceted view of ancient Egyptian life. Learn about the gods and goddesses, the myths and history of ancient Egypt. Discover the tombs of the pharaohs and prepare a virtual mummy. Have fun with games based on Egyptian themes. The first eight sections of this CD-ROM deal with the most important topics. An entire section is devoted to the young pharaoh, Tutankhamun. The games in the edutainment section are thematically related to these first eight sections and can be directly accessed from them by links. The individual sections contain brief animated features that allow you, for example, to identify gods and goddesses, or make use of what youve learned about the pharaohs crowns and insignia. The time travel section presents an animated map of Egyptian history and invites you to zip through the centuries with our time machine. The knowledge gained in the section on mummification can be put into practice right away with our mummy simulation program. The learning system also includes such helpful features as bookmarks, notepads, a search function, a glossary and an animated help program.

The single user licence to use "Tutankhamun Interactive Egypt" CD ROM includes also the premission to use all the cliparts for private or educational reasons but not to resell them. Your accordance to our licence agreement is madatory before using this software. If you want to use the downloadable presentation material on this CD ROM you need Microsoft Powerpoint version 2000 or later (it is a part of Microsoft Office ) and for PDF Data Adobe Acrobat Reader 6 is requested (free Plugin at www.Adobe.com website under licence of Adobe Corp. U.S.A. ) Microsoft Powerpoint is a registred trademark of Microsoft Corp. U.S.A. The "Tutankhamun Interactive Egypt" CD ROM was programmed with Flash MX. To start the application you do not need to install software. Flash MX is a registred trademark licenced by Macromedia Inc. U.S.A.
2004 / 2005 MdA Business Communications GmbH. Basel, Switzerland "Tutankhamun Interactive Egypt" is a registred product and protected by law. The user has not the permission to duplicate the program. The Sponsoring Concept by building this CD ROM gives us the opportunity to offer the product with a very attractive price.
Please note: The content of this CD ROM can be concieved by the age of 11 or older. Information and News, more downloads, Updates and tech. support under
This Learning software is recommended without limitation of age
http://www.tutanchamun-game.de http://www.tutankhamun-game.com

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doc1

OF THE

DARK PHARAOH
An excerpt from the Arkham Advertiser: Professor Armitage, who spearheaded the relations with Cairo University to arrange for the trade, said that acquiring the visiting museum exhibit is a bold step for Arkham University on the world stage, adding that the semesters course offerings would reflect the added research potential offered by the exhibit. Father Michael from South Church, on the other hand, has asked his parishioners to boycott the exhibit. The Father was not available for comment, but sources close to him say that he is still shaken from last years troubles, during which several shops closed and several mysterious killings occurred. Other sources, who requested to remain anonymous, say that another such series of troubles has already begun. In the CURSE OF THE DARK PHARAOH expansion, a museum exhibit from mysterious Egypt has come to Arkham. Benignly titled Legacy of the Pharaohs, the exhibit in fact causes an influx of foreign cultists, supernatural events, powerful relics, and other dangers and mysteries, culminating in the all too familiar threat of an Ancient One awakening. And of course, the investigators are the only ones who can, by luck and lore and courage, stop it.
Barred from the Neighborhood: Arkham is an insular town, and the powers and people there are not to be trifled with. When an investigator does something to anger those in power in a specific neighborhood, or perhaps because part of the neighborhood itself becomes repellent to him, that investigator is Barred. An investigator may enter the street of a neighborhood from which he is Barred, but he may not enter a location in that neighborhood during the Movement Phase. There are two exceptions to this rule. First, an investigator may enter a location with an open gate, even if he is Barred from the neighborhood in which it is located. Second, an investigator may enter a barred neighborhood as a result of actions taken during other phases. For example, if an Arkham Encounter designates that an investigator may immediately move to another location, he may move to that location regardless of being Barred from the neighborhood in which it resides. Other examples of this sort of allowed movement include returning from being lost in time and space, being sent to Arkham Asylum as a result of going insane, being sent to St. Marys Hospital as a result of being knocked unconscious, and being arrested. All Barred cards are discarded when the terror level goes up; the locals are too busy dealing with the monsters in their streets to notice you in their part of town, and youre too busy saving the world to let a phobia or bad memory stop you! If there are no Barred cards left for the neighborhood from which your investigator becomes Barred, you must take the appropriate Barred card from another investigator. Allies: Rather than providing a bonus to your skills, as most Allies do, the Allies in this expansion give you bonuses to specific types of checks: Combat, Horror, Evade, and Spell checks. This means that they will tend to be more useful in combat and less useful during encounters. The exception is Sarah Danforth, who increases your investigators focus by 1. Benefits and Detriments: Similar to Blessings and Curses, Benefits and Detriments bend the rules of the game slightly, either giving the investigators new options or making things harder. Each Benefit and Detriment has a certain event or situation described beneath the abilities it grants. If your investigator ever finds himself in that situation, he discards the Benefit or Detriment. For instance, an investigator with the Psychic Benefit loses the card if he is ever lost in time and space. The four Benefits have blue frames similar to the Blessing card, and include Anointed, Private Investigator, Psychic, and Visions. The four Detriments have red frames similar to the Curse card, and include Harried, Local Guide, Tainted, and Wanted. If another investigator already has a Benefit that you are told to draw, you may take it from her. If another investigator already has a Detriment that you are told to draw, you must take it from her. Dual-Color Gate Cards: These special Gate cards match the colors of two encounter symbols; if either color on the card matches the encounter symbol of the Other World your investigator is currently in, resolve that card. In most cases you will resolve the

Game Components

CURSE OF THE DARK PHARAOH should contain these components: 76 Investigator Cards 22 Exhibit Items 21 Spells 7 Allies 26 Special Cards 18 Barred from Neighborhood Cards 4 Benefits 4 Detriments 90 Ancient One Cards 45 Arkham Location Cards 27 Gate Cards 18 Mythos Cards This card expansion has two play styles: VISITING EXHIBIT and PERMANENT EXHIBIT. The VISITING EXHIBIT style is played as a stand-alone adventure that prominently features the new cards. The PERMANENT EXHIBIT style mixes the new cards in with the old, making the Legacy of the Pharaohs exhibit and the strange events surrounding it a part of the daily life of Arkham. Rules for both play styles may be found after the description of the new components and rules.

Component Overview

Most of the new Arkham Location, Mythos, Gate, and Spell cards follow the same rules as normal. The other components are described below. Exhibit Items: These special cards are similar to Unique Items, but they have no monetary value and can only be gained through Arkham and Other World encounters. Exhibit Items are most likely to be gained at Arkham locations with the Unique Item symbol. Investigators will usually be given a choice between choosing an Exhibit Item and choosing a Unique Item.
Other encounter, but if you are in the Other World specific to that card, you will have to face the Ancient One associated with that Other World!

New Rules

The encounters in CURSE OF THE DARK PHARAOH introduce one new term: surprise. When a monster surprises your investigator, you may not evade it; you must fight the monster. Additionally, combat follows the steps below for the first round of combat: 1. 2. 3. Horror Check Fight: You may not attempt to flee during the first round of a surprise combat. If you defeat the monster, the battle is over. Monster Damage: If you do not defeat the monster and you remain conscious, sane, and in the same space as the monster after this step is resolved, the combat continues as normal. Return to step 2 of a normal combat progression, Fight or Flee, and continue the combat until it is resolved.
Allies: Investigators can only gain CURSE OF THE DARK PHARAOH Allies through Arkham encounters, but Other World encounters may allow you to select from either Ally deck. Investigators who start with specific Allies as fixed possessions may take them from the ARKHAM HORROR Ally deck. When the terror level increases, an Ally should be randomly discarded from both Ally decks. Exhibit Items: These special cards are similar to Unique Items, but they have no monetary value and can only be gained through Mythos cards, Arkham encounters, and Other World encounters. Investigators are most likely to gain Exhibit Items at Arkham locations with the Unique Item symbol. Investigators will usually be given a choice between choosing an Exhibit Item and choosing a Unique Item. Spells: Spells are gained as normal. However, to allow players to discover and play with new Spells more easily, the CURSE OF THE DARK PHARAOH Spells are kept in a separate deck. Whenever a player would draw one or more Spells, she may choose which deck to draw from. Mythos Phase: In order to highlight the new Mythos cards, draw from the CURSE OF THE DARK PHARAOH deck for the first Mythos Phase, then from the ARKHAM HORROR deck for the next Mythos Phase, alternating every turn. Keep a closed marker near the two Mythos decks; after you draw a Mythos card, place the closed marker on top of that deck to remind you to draw from the other deck on the next turn.

VISITING EXHIBIT Play Style
In this play style, the Legacy of the Pharaohs museum exhibit has just arrived in Arkham, and will eventually pass on to its next stop. While its in town, however, the strange events surrounding the exhibit will occupy most of the investigators attention. Ancient relics from the time of the pyramids find their way into the investigators hands and tales of strange insects, old gods, and exotic visitors fill the streets and locations of Arkham. As a backdrop to these occurrences and possibly influenced by them, an Ancient One stirs in its slumber, opening gates to new and terrifying adventures in other dimensions. WARNING: This variant is for experienced players. Gates may open more often in unexpected places in this variant, and the Ancient Ones doom track is likely to advance quite rapidly! Such is the chaos created when powerful relics and ancient spirits are brought from a distant land into the already unstable mystical nexus that is Arkham.
PERMANENT EXHIBIT Play Style
In this play style, the Legacy of the Pharaohs museum exhibit is here to stay, and becomes part of the normal life (such as it is) in Arkham. The Ancient One and its effects on the town take a higher priority than the mysteries of the museum exhibit, but its presence still causes ripples throughout Arkhams occult and mundane communities.
Set up the ARKHAM HORROR base board game as normal, but perform the following steps during Step 6: Separate Decks. 6a. Add the Barred from the Neighborhood, Benefit, Detriment, and Exhibit Item cards to the playing area, near the other Investigator card decks. 6b. Add the CURSE OF THE DARK PHARAOH Ally, Gate, Location, Mythos, and Spell cards to their respective ARKHAM HORROR decks. Then proceed with Step 7: Receive Fixed Possessions.
Set up the ARKHAM HORROR base board game as normal, but perform the following steps during Step 6: Separate Decks. 6a. Add the Exhibit Item, Barred from the Neighborhood, Benefit, and Detriment cards to the playing area, near the other Investigator card decks. 6b. Add the CURSE OF THE DARK PHARAOH Spell, Ally, and Mythos cards to the playing area, near their respective ARKHAM HORROR decks. 6c. Remove the ARKHAM HORROR Location and Gate decks and return them to the box. Replace them with the CURSE OF THE DARK PHARAOH Location and Gate cards, separated into their respective decks. Then proceed with Step 7: Receive Fixed Possessions.

Gameplay

In this variant game, most of the encounters in Arkham and in Other Worlds will be familiar, but spread throughout them will be encounters, events, and characters that relate to the museum exhibit. While less likely to be encountered or acquired, new Allies and Spells are available in town and rare Exhibit Items may find their way into the investigators hands. All game rules remain the same, as do the games victory conditions. The following aspects of the PERMANENT EXHIBIT variant deserve special mention: Exhibit Items: See the VISITING EXHIBIT variant, above. Allies: When the terror level increases, two Allies should be randomly discarded from the Ally deck instead of only one.
Call of Cthulhu, Arkham Horror and the Arkham Advertiser used under license from Chaosium, Inc. CURSE OF THE DARK PHAROAH is copyright 2006 and trademark Fantasy Flight Publishing, Inc. All Rights Reserved. No portion of this game may be copied or reproduced without written consent from its publishers or copyright holders.
In this variant game, all of the encounters in Arkham and in Other Worlds will be new. Likewise, many of the Mythos Headlines, Rumors, and Environments will be new. Most game rules remain the same, as do the games victory conditions. The following aspects of this variant deserve special mention:

 

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