Silver & Gold: Pyramids – New Challenge Same Great Markers
- Coty

- Mar 3
- 3 min read
Introduction
There hasn't been a game by Phil Walker-Harding I haven't liked (yet). I learned his name when we purchased Silver & Gold. The game is great and the markers are everything. When we learned that there was a sequel even though a standalone, we had to get it. Silver & Gold: Pyramids. It takes the core flip-and-write mechanics we loved from the original and moves the action from tropical islands to ancient tombs. It remains fast-paced and language-independent, but adds a clever dungeon crawl twist that makes it the perfect next step for fans of the first game

Components
The small box is packed with high-quality components that feel consistent with the original game:
Rulebook: concise, well-illustrated, and easy to digest
4 Dry Erase Markers: thankfully, they’ve stuck with the high-quality markers we love. While the brand might vary by region, our copy came with Faber Castell ones, and I'm over the moon with them
48 Pyramid Cards: instead of simple shapes, these feature 5x5 grids representing ancient tombs. They are divided into three colors (Green, Orange, Purple) and vary in complexity
8 Expedition Cards: the familiar Tetris-style pieces return to guide your path
4 Score Cards: these are essential for tracking your gems, torches, and the dreaded skulls
Gameplay
The objective is to score the most points over four rounds by navigating through pyramids to reach the Golden Tomb. The biggest twist here is the continuous path mechanic: every shape you draw must connect back to the entrance at the top. You aren't just filling boxes; you are carving a route
The red cross returns. It let's you cross another square in either of your pyramid cards. You always have the choice to mark a space by the entrance or adjacent to an existing cross off space. As you flip Expedition Cards, you’ll encounter several new symbols:
Gems: individually they are worth 1 point, but if you collect pairs (red + green) you additionally score 5 points per pair
Torches: provide steady scoring, but you can only claim one per round
Potions: are lifesavers. They allow you to wipe away the penalties from skulls
Skulls: represent the dangers of the tomb. Cross too many without a potion, and you’ll see your final score crumble
When you reach the golden tomb at the bottom, the card is finished. Completing cards is now a race. The first players to finish sets of 2, 4, or 6 cards of a specific color claim the highest bonus points, while others are left with the scraps
Scoring and Winning
After four rounds with seven turns each, players tally their completed pyramids (10 points each), torch bonuses, color race points, and gem sets. Finally, you subtract points based on your highest marked skull penalty. Ties are broken by the player that played the lowest number on their pyramid card
What I Like
If you enjoyed the original, Pyramids is a fantastic step up. It keeps the just one more turn addictive quality but adds a sense of direction. I love that you can't just fill in random corners; you have to plan your descent. The addition of the 1-box rule (choosing to fill any single box instead of the flipped shape) offers a great tactical out when the luck of the draw doesn't go your way. It’s still portable, still fast, and still looks great on the table after dozens of plays
Pros
👩🏻🏫 Quick and easy to learn and teach
🗺️ Language-independent
🏎️ Fast-paced short game
▶️ Lots of replayability
🗺️ Language independent
📈 Combines luck and structure
🍀 Luck and strategy balanced
👜 Portable game, great for pubs and travels
😍 High-quality components, especially the Faber Castell dry erase markers
Considerations
Negative Scoring: Some players might find the skull penalties frustrating if they aren't able to use potions
No Erasers: Much like the first, you'll want to keep a paper towel handy to clean your cards between games
Seems to only be available in the Amazon in the States
Bottom Line
Silver & Gold: Pyramids is a worthy successor that honors the original while introducing enough new mechanics to feel fresh. It’s perfect for those who want a bit more game in their flip-and-write without losing the accessibility that made the first one a staple. It has certainly earned its spot in my travel bag, but I hardly teach it before the original

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