I brought this to game night expecting a hard sell, my group hears “area control war game” and pictures a four hour Risk clone, and the actual first play ran under ninety minutes and had everyone asking to go again immediately. Blood and Sand streamlines the original Kemet’s fiddlier edges while keeping the same tense scope, an ancient Egyptian battle for temples and power tiles where every faction feels genuinely different by the time you’ve built out a few upgrades.
The all vs all structure has the flaw the genre always has, whoever’s winning draws every attack, and then whoever wins that fight becomes the next target, which introduces more randomness into the outcome than a purely skill based design would want. I don’t hold it against the game much, that dynamic is basically the genre’s whole personality, and Kemet’s action selection mechanism at least keeps turns moving fast enough that getting ganged up on doesn’t mean sitting through an hour of watching helplessly. Two player games sidestep the pile on problem almost entirely and play tighter as a result, though the table energy is better with four or five once the temporary alliances start forming.
Production is the standout here, bigger minis than the original, cleaner iconography, and the power tiles genuinely reward planning a build order rather than just reacting turn to turn. My one real complaint is for owners of the first edition specifically, the upgrade pack that’s supposed to bridge old and new has iconography mismatches and at least one misprinted tile in my copy that made a full upgrade impossible without also buying fresh components. If you’re coming to this fresh, none of that matters, you’re getting a tight, gorgeous, aggressive conquest game that earns its table time.
