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Get in a spin as you unlock the Pharaoh's secrets! It's unbelievable! You are a pyramid explorer; fighting your way through the catacombs of the pyramid, finding your way through the secret revolving doors and encountering live-and-kicking mummies. But you cannot solve the riddle of the sphinxes. Or can you? But be careful! If you get it wrong, you'll be send back to the desert!
Sphinx is first and foremost a memory game. The impressions left by the box art and descriptive text hint at that, but more strongly suggest something along the lines of Ghost Party.
Unfortunately, unless players want to harass one another during the game, a memory game is all that Sphinx is.
The mummies in this game are benign to the point of benevolence and the mighty Sphinx has only the power to send you to the starting block if you can't guess its riddle (which is a sequence of three colors). And the revolving panels are a clever and atmospheric touch, but serve mainly to speed players to the center of the board and the end of the game.
In my view, the game lacks urgency, finality, and subtle skullduggery. This is ironic, since stealing clue chits from others is tacitly encouraged in the rules. A variant might be to incorporate a malevolent Mummy piece that uses one of the player's dice to move during a turn. The Mummy might also steal clue cards upon passing a player and/or toss them out the maze (for a turn at the least) if it lands on their space. If the Mummy could use the rotating walls to block or channel the movement of players, that might make things more interesting, too. The point is to open the game to more player interaction while they hunt down the clues needed to win the game.
As a starter game for youngsters, Sphinx might be a decent enough game. But more thoughtful and experienced gamers looking for a challenge will probably want to play Clue first. Anyone else that simply wants to be chased by a monster might be better off playing Ghost Party instead.
Once upon a time, a pharaoh built a pyramid to store treasure at the end of an eerie, long, spiraling route to the middle of the land represented by this gameboard, where three of the six sphinxes on the board guard the treasure. To win, you will have to identity the hidden colors of those three sphinxes in correct order, and possess the corresponding colored cards.
Roll three dice on your turn and move your token three times. Special squares allow you to peek at the colored underside of any sphinx, or receive a colored Sphinx Card. You may steal a card from any player you pass. Land on a secret door square, and you swivel onto an adjacent, seemingly walled-off corridor.
Rolling a snake (not snake-eyes!) lets you switch the positions of two sphinxes; these plays are what really confuse matters and make it almost as hard as picking the queen in a game of three-card monte. And they talk about a horse of a different color...