Men-Nefer, also known as Memphis (not to be confused with the state in the United States), is one of the earliest great cities in human history. Founded around 3200 BCE, it was a major river port and a center of religious activity. The famous architect Imhotep, often considered the greatest of all time, built the pyramid of Saqqarah nearby, which may have been the world's first pyramid. However, for the board game Men-Nefer, the developers chose to feature the more famous pyramids of Giza, highlighting the importance of scale in the game's design. This historical setting provides a rich backdrop for a strategic and engaging game experience. The game Men-Nefer is played in three rounds, each consisting of nine actions. Players take turns placing an apprentice in one of the houses, moving an apprentice to another room within a house, or retrieving an action tile. The rules are straightforward, and the game's design and illustrations are so clear that players often don't need to refer back to the rulebook during their first game. When placing an apprentice, players perform the action associated with the tile and then discard it. The choice of house is initially less important, but the cost to place an apprentice in a house increases with the number of apprentices already present—ranging from free for an empty house to five food for three or more apprentices. These costs are carefully balanced to create a sense of strategy and tension without becoming overly restrictive. Each house on the board corresponds to a different part of ancient Egypt: the construction site of the great pyramids, the necropolis for burying mummies, the temple for making donations to the gods, the Nile for trading with boats, and the workshop for sculpting sphinxes. By moving an apprentice into a house, players advance along that house's track, unlocking more powerful actions. Retrieving an action tile is also significant, as it can provide benefits in the next turn. Players also have a hieroglyphic track on their personal boards, where matching symbols on recovered tiles can lead to scoring points or advancing on a track of their choice. While the tiles vary in cost, from gaining food to paying three, the more expensive tiles often offer more rewarding benefits. Despite some initial criticism that the effects of tiles become less important in the third round, the game's design is praised for its simplicity and efficiency. The tiles are placed face down in a discard pile, which is flipped when the draw pile runs out. This keeps the game flowing smoothly with minimal downtime. The game offers a good balance of competition and strategy, with players vying for strategic positions and managing food costs. The scoring system is clear and step-by-step, avoiding the complexity of "point salad" by calculating points at the end of the third and final round. While the game has a few minor drawbacks, such as the initial randomness in tile distribution, it remains a delightful and engaging experience, offering a dynamic and tactical gameplay that immerses players in the ancient world of Egypt.