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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Storm+of+Crow</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-16T20:16:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapethecurseofthetemple&amp;diff=28250</id>
		<title>Gamehelpescapethecurseofthetemple</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapethecurseofthetemple&amp;diff=28250"/>
		<updated>2026-01-24T12:20:52Z</updated>

		<summary type="html">&lt;p&gt;Storm of Crow: /* The actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary and object of the game ==&lt;br /&gt;
Escape is a real-time board game. Instead of playing the game in rounds, each player rolls their five dice as quickly and as often as they can without waiting for their teammates!&lt;br /&gt;
&lt;br /&gt;
Players have only ten minutes to escape from the collapsing temple. Every second you delay brings you a step closer to being entombed. While searching for the exit, the players will discover new chambers – but they’ll need the right combination of adventurer, key, and torch icons to enter and explore gems these chambers. &lt;br /&gt;
&lt;br /&gt;
Some chambers contain magic gems, and players must use their dice to activate as many as many gems as possible in order to break the curse  blocking the exit. The sooner they find the exit chamber and the more magic gems they activate, the easier it will be for them to escape. &lt;br /&gt;
&lt;br /&gt;
Twice during the game a gong will sound throughout the temple heralding a countdown. Hurry back to the starting chamber. Failure to make it back in time costs  you one of your precious dice. &lt;br /&gt;
&lt;br /&gt;
Be sure to coordinate your actions and look out for one another as some tasks can be completed only collectively. What&#039;s more,  even if only one player fails to escape the temple in time, all of you have lost the game!&lt;br /&gt;
&lt;br /&gt;
== The actions == &lt;br /&gt;
&lt;br /&gt;
1. Rolling Dice - Roll your dice as rapidly as possible, but anytime you roll a Black Mask, the die becomes locked.  You need to roll golden idols to unlock them.  A golden idol face unlocks TWO black masks. If all your dice become locked, you need another player to return to your chamber and roll a mask to unlock your dice.&lt;br /&gt;
&lt;br /&gt;
2. Enter a chamber - A player may enter a chamber only if its entrance is not blocked. In order to enter a chamber, the player must roll the icons shown in a red frame inside the new chamber.&lt;br /&gt;
&lt;br /&gt;
3. Discover a new chamber - A player inside a chamber with one or more unblocked entrances that don’t already connect to other chambers may discover a new chamber.  A player must roll two adventurer icons in order to draw one new chamber from the draw pile &lt;br /&gt;
&lt;br /&gt;
4. Activate magic gems - A player inside a chamber containing one or more magic gem icons must roll the required number of&lt;br /&gt;
torch or key icons in order to activate the number of magic gems shown. After a gem has been successfully activated. Several adventurers inside a chamber containing one or more magic gem icons may join forces in order to obtain the required number of key or torch icons. If at least one of a chamber’s gems has been activated, no adventurer may activate any further gems inside this chamber.&lt;br /&gt;
&lt;br /&gt;
5. Escape - A player can escape only if they are inside the exit chamber. In order to escape, a player must roll as many keys as&lt;br /&gt;
the number of gems in the gem depot plus one. Each player must roll the required number of key icons by themself! After a player has escaped, they no longer need all of their tools, so they can give one of their dice to any adventurer still inside the temple. This adventurer may use the die immediately.&lt;br /&gt;
&lt;br /&gt;
6. Provoke a turn of fate - If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the depot. Then, all adventurers may re-roll all of their accursed dice (black masks). Players must reach this decision unanimously! A turn of fate can be provoked only twice during the course of the game.&lt;br /&gt;
&lt;br /&gt;
== End of the game == &lt;br /&gt;
The game ends after 10 minutes – that is, at the end of the third countdown. If any adventurer is inside the temple when it collapses, then all players have lost the game!&lt;br /&gt;
&lt;br /&gt;
== Variants == &lt;br /&gt;
Jumping off the shallow end: less 2 magic gems.&lt;br /&gt;
&lt;br /&gt;
Experts: 3 additional magic gems. &lt;br /&gt;
&lt;br /&gt;
Professionals: 6 additional magic gems&lt;br /&gt;
&lt;br /&gt;
Module 1: Curses - for a harder game - gain curses as you discover chambers that hinder your escape&lt;br /&gt;
&lt;br /&gt;
Module 2: Treasures - collect treasures to aid your escape&lt;br /&gt;
[[Category:The Dice]]&lt;/div&gt;</summary>
		<author><name>Storm of Crow</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapethecurseofthetemple&amp;diff=28249</id>
		<title>Gamehelpescapethecurseofthetemple</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapethecurseofthetemple&amp;diff=28249"/>
		<updated>2026-01-24T12:18:13Z</updated>

		<summary type="html">&lt;p&gt;Storm of Crow: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary and object of the game ==&lt;br /&gt;
Escape is a real-time board game. Instead of playing the game in rounds, each player rolls their five dice as quickly and as often as they can without waiting for their teammates!&lt;br /&gt;
&lt;br /&gt;
Players have only ten minutes to escape from the collapsing temple. Every second you delay brings you a step closer to being entombed. While searching for the exit, the players will discover new chambers – but they’ll need the right combination of adventurer, key, and torch icons to enter and explore gems these chambers. &lt;br /&gt;
&lt;br /&gt;
Some chambers contain magic gems, and players must use their dice to activate as many as many gems as possible in order to break the curse  blocking the exit. The sooner they find the exit chamber and the more magic gems they activate, the easier it will be for them to escape. &lt;br /&gt;
&lt;br /&gt;
Twice during the game a gong will sound throughout the temple heralding a countdown. Hurry back to the starting chamber. Failure to make it back in time costs  you one of your precious dice. &lt;br /&gt;
&lt;br /&gt;
Be sure to coordinate your actions and look out for one another as some tasks can be completed only collectively. What&#039;s more,  even if only one player fails to escape the temple in time, all of you have lost the game!&lt;br /&gt;
&lt;br /&gt;
== The actions == &lt;br /&gt;
&lt;br /&gt;
1. Enter a chamber - A player may enter a chamber only if its entrance is not blocked. In order to enter a chamber, the player must roll the icons shown in a red frame inside the new chamber.&lt;br /&gt;
&lt;br /&gt;
2. Discover a new chamber - A player inside a chamber with one or more unblocked entrances that don’t already connect to other chambers may discover a new chamber.  A player must roll two adventurer icons in order to draw one new chamber from the draw pile &lt;br /&gt;
&lt;br /&gt;
3. Activate magic gems - A player inside a chamber containing one or more magic gem icons must roll the required number of&lt;br /&gt;
torch or key icons in order to activate the number of magic gems shown. After a gem has been successfully activated. Several adventurers inside a chamber containing one or more magic gem icons may join forces in order to obtain the required number of key or torch icons. If at least one of a chamber’s gems has been activated, no adventurer may activate any further gems inside this chamber.&lt;br /&gt;
&lt;br /&gt;
4. Escape - A player can escape only if they are inside the exit chamber. In order to escape, a player must roll as many keys as&lt;br /&gt;
the number of gems in the gem depot plus one. Each player must roll the required number of key icons by themself! After a player has escaped, they no longer need all of their tools, so they can give one of their dice to any adventurer still inside the temple. This adventurer may use the die immediately.&lt;br /&gt;
&lt;br /&gt;
5. Provoke a turn of fate - If there are too many accursed dice in play, players may transfer one of the two gems lying next to the depot to the depot. Then, all adventurers may re-roll all of their accursed dice (black masks). Players must reach this decision unanimously! A turn of fate can be provoked only twice during the course of the game.&lt;br /&gt;
&lt;br /&gt;
== End of the game == &lt;br /&gt;
The game ends after 10 minutes – that is, at the end of the third countdown. If any adventurer is inside the temple when it collapses, then all players have lost the game!&lt;br /&gt;
&lt;br /&gt;
== Variants == &lt;br /&gt;
Jumping off the shallow end: less 2 magic gems.&lt;br /&gt;
&lt;br /&gt;
Experts: 3 additional magic gems. &lt;br /&gt;
&lt;br /&gt;
Professionals: 6 additional magic gems&lt;br /&gt;
&lt;br /&gt;
Module 1: Curses - for a harder game - gain curses as you discover chambers that hinder your escape&lt;br /&gt;
&lt;br /&gt;
Module 2: Treasures - collect treasures to aid your escape&lt;br /&gt;
[[Category:The Dice]]&lt;/div&gt;</summary>
		<author><name>Storm of Crow</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsurvive&amp;diff=23618</id>
		<title>Gamehelpsurvive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsurvive&amp;diff=23618"/>
		<updated>2025-01-03T10:08:46Z</updated>

		<summary type="html">&lt;p&gt;Storm of Crow: Added very brief rules summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Escape the island to one of the surrounding four corner pieces of land.&lt;br /&gt;
&lt;br /&gt;
Gameplay: Each turn you have three actions.  You can move one of your meeples or you can move an entire raft as long as you have control of it.  You can also move empty rafts towards you.  Once your turn is over, you flip a tile.  The first tiles must be the sand tiles.  Once they are all gone, you can then flip a forest.  Once there are only mountains left, they can be turned over, but these are the deadliest tiles.&lt;br /&gt;
&lt;br /&gt;
Each time you flip a tile, you will either summon a creature or gain an ability.  Abilities can be played at any time during your movement phase.&lt;br /&gt;
&lt;br /&gt;
Abilities include the moving a raft or swimmer 1-2 spaces (free move), rolling the creature die, moving a creature, or repellent (used when a creature attacks you).&lt;br /&gt;
&lt;br /&gt;
Game ends when all survivors have reached safety or three volcanoes have been revealed.&lt;/div&gt;</summary>
		<author><name>Storm of Crow</name></author>
	</entry>
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